CCSRagdoll::~CCSRagdoll
0x00663a50 · 83 bytes · __thiscall
_ZN10CCSRagdollD0Ev
Decompiled
undefined (1 param)
/* CCSRagdoll::~CCSRagdoll() */
void __thiscall CCSRagdoll::~CCSRagdoll(CCSRagdoll *this)
{
void *in_stack_00000008;
*(undefined ***)this = &PTR__CBaseAnimatingOverlay_00c5abe8;
*(undefined4 *)(this + 0x1400) = 0;
CUtlMemory<CAnimationLayer,int>::Purge((CUtlMemory<CAnimationLayer,int> *)(this + 0x13f4));
*(undefined4 *)(this + 0x1404) = *(undefined4 *)(this + 0x13f4);
CUtlMemory<CAnimationLayer,int>::Purge((CUtlMemory<CAnimationLayer,int> *)(this + 0x13f4));
CBaseAnimating::~CBaseAnimating((CBaseAnimating *)this);
CBaseEntity::operator_delete((CBaseEntity *)this,in_stack_00000008);
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.