CMultiInputVar::~CMultiInputVar
0x0063c030 · 71 bytes · __thiscall
_ZN14CMultiInputVarD1Ev
Decompiled
undefined (1 param)
/* CMultiInputVar::~CMultiInputVar() */
void __thiscall CMultiInputVar::~CMultiInputVar(CMultiInputVar *this)
{
void *pvVar1;
void *pvVar2;
pvVar2 = *(void **)this;
if (pvVar2 != (void *)0x0) {
while (pvVar1 = *(void **)((int)pvVar2 + 0x18), pvVar1 != (void *)0x0) {
*(undefined4 *)((int)pvVar2 + 0x18) = *(undefined4 *)((int)pvVar1 + 0x18);
CUtlMemoryPool::Free((CUtlMemoryPool *)g_EntityListPool,pvVar1);
pvVar2 = *(void **)this;
}
CUtlMemoryPool::Free((CUtlMemoryPool *)g_EntityListPool,pvVar2);
}
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.