CVisibilityMonitor::~CVisibilityMonitor
0x00665b50 · 77 bytes · __thiscall
_ZN18CVisibilityMonitorD0Ev
Decompiled
undefined (1 param)
/* CVisibilityMonitor::~CVisibilityMonitor() */
void __thiscall CVisibilityMonitor::~CVisibilityMonitor(CVisibilityMonitor *this)
{
*(undefined ***)this = &PTR_Name_00c6fa28;
*(undefined4 *)(this + 0x18) = 0;
CUtlMemory<visibility_target_t,int>::Purge((CUtlMemory<visibility_target_t,int> *)(this + 0xc));
*(undefined4 *)(this + 0x1c) = *(undefined4 *)(this + 0xc);
CUtlMemory<visibility_target_t,int>::Purge((CUtlMemory<visibility_target_t,int> *)(this + 0xc));
*(undefined ***)this = &PTR_Name_00bfb628;
IGameSystemPerFrame::~IGameSystemPerFrame((IGameSystemPerFrame *)this);
operator_delete(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.