CBaseMultiplayerPlayer::~CBaseMultiplayerPlayer
0x0062c620 · 103 bytes · __thiscall
_ZN22CBaseMultiplayerPlayerD1Ev
Decompiled
undefined (1 param)
/* CBaseMultiplayerPlayer::~CBaseMultiplayerPlayer() */
void __thiscall CBaseMultiplayerPlayer::~CBaseMultiplayerPlayer(CBaseMultiplayerPlayer *this)
{
CAI_Expresser *this_00;
*(undefined ***)this = &PTR__CBaseMultiplayerPlayer_00c63008;
*(undefined **)(this + 0x2364) = &DAT_00c637e8;
KeyValues::deleteThis();
this_00 = *(CAI_Expresser **)(this + 0x2378);
if (this_00 != (CAI_Expresser *)0x0) {
*(undefined ***)this_00 = &PTR_IsValidResponse_00c57528;
CAI_Expresser::~CAI_Expresser(this_00);
operator_delete(this_00);
}
*(undefined ***)this = &PTR__CAI_ExpresserHost_00c62828;
*(undefined **)(this + 0x2364) = &DAT_00c62fe4;
CBasePlayer::~CBasePlayer((CBasePlayer *)this);
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.