CEnvMicrophone::~CEnvMicrophone
0x006885b0 · 106 bytes · __thiscall
_ZN14CEnvMicrophoneD2Ev
Decompiled
undefined (1 param)
/* CEnvMicrophone::~CEnvMicrophone() */
void __thiscall CEnvMicrophone::~CEnvMicrophone(CEnvMicrophone *this)
{
undefined4 local_10 [2];
local_10[0] = *(undefined4 *)(this + 0x3b4);
*(undefined ***)this = &PTR__CEnvMicrophone_00c7ac68;
CUtlVector<CHandle<CEnvMicrophone>,CUtlMemory<CHandle<CEnvMicrophone>,int>>::FindAndRemove
((CUtlVector<CHandle<CEnvMicrophone>,CUtlMemory<CHandle<CEnvMicrophone>,int>> *)
&s_Microphones,(CHandle *)local_10);
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x4a0));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x488));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x470));
*(undefined ***)this = &PTR__CPointEntity_00cd35a8;
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.