CFuncAreaPortalBase::~CFuncAreaPortalBase
0x006b0aa0 · 83 bytes · __thiscall
_ZN19CFuncAreaPortalBaseD1Ev
Decompiled
undefined (1 param)
/* CFuncAreaPortalBase::~CFuncAreaPortalBase() */
void __thiscall CFuncAreaPortalBase::~CFuncAreaPortalBase(CFuncAreaPortalBase *this)
{
ushort uVar1;
uVar1 = *(ushort *)(this + 0x448);
*(undefined ***)this = &PTR__CFuncAreaPortalBase_00c89508;
CUtlLinkedList<CFuncAreaPortalBase*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CFuncAreaPortalBase*,unsigned_short>,unsigned_short>>
::Unlink((CUtlLinkedList<CFuncAreaPortalBase*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CFuncAreaPortalBase*,unsigned_short>,unsigned_short>>
*)&g_AreaPortals,uVar1);
*(ushort *)(g_AreaPortals + 6 + (uint)uVar1 * 8) = DAT_00fe019c;
DAT_00fe019c = uVar1;
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.