CBreakable::~CBreakable
0x006b5c80 · 85 bytes · __thiscall
_ZN10CBreakableD0Ev
Decompiled
undefined (1 param)
/* CBreakable::~CBreakable() */
void __thiscall CBreakable::~CBreakable(CBreakable *this)
{
void *in_stack_00000008;
*(undefined ***)this = &PTR__CBreakable_00c8a7c8;
*(undefined ***)(this + 0x440) = &PTR_SetDmgModBullet_00c8ab9c;
*(undefined ***)(this + 0x444) = &PTR_OnAttemptPhysGunPickup_00c8ac40;
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x4a4));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x48c));
CBaseEntity::~CBaseEntity((CBaseEntity *)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.