CButtonTimed::~CButtonTimed
0x0063b210 · 139 bytes · __thiscall
_ZN12CButtonTimedD2Ev
Decompiled
undefined (1 param)
/* CButtonTimed::~CButtonTimed() */
void __thiscall CButtonTimed::~CButtonTimed(CButtonTimed *this)
{
*(undefined ***)this = &PTR__CButtonTimed_00c673e8;
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x5c0));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x5a8));
*(undefined ***)this = &PTR__CBaseButton_00c66688;
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x568));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x550));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x538));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x520));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x508));
*(undefined ***)this = &PTR__CBaseToggle_00cd3f88;
CBaseEntity::~CBaseEntity((CBaseEntity *)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.