CFishPool::~CFishPool
0x006a70f0 · 158 bytes · __thiscall
_ZN9CFishPoolD1Ev
Decompiled
undefined (1 param)
/* CFishPool::~CFishPool() */
void __thiscall CFishPool::~CFishPool(CFishPool *this)
{
*(undefined ***)this = &PTR__CFishPool_00c879c8;
*(undefined ***)(this + 0x440) = &PTR__CFishPool_00c87cf8;
*(undefined4 *)(this + 0x46c) = 0;
CUtlMemory<CHandle<CFish>,int>::Purge((CUtlMemory<CHandle<CFish>,int> *)(this + 0x460));
*(undefined4 *)(this + 0x470) = *(undefined4 *)(this + 0x460);
CUtlMemory<CHandle<CFish>,int>::Purge((CUtlMemory<CHandle<CFish>,int> *)(this + 0x460));
*(undefined ***)(this + 0x440) = &PTR__CGameEventListener_00bfb6e8;
*(undefined4 *)(this + 0x444) = 0xd;
if (this[0x448] != (CFishPool)0x0) {
if (gameeventmanager != (int *)0x0) {
(**(code **)(*gameeventmanager + 0x18))(gameeventmanager,this + 0x440);
}
this[0x448] = (CFishPool)0x0;
}
*(undefined ***)(this + 0x440) = &PTR__IGameEventListener2_00bfb610;
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.