CFunctorJob::~CFunctorJob
0x006cd150 · 95 bytes · __thiscall
_ZN11CFunctorJobD2Ev
Decompiled
undefined (1 param)
/* CFunctorJob::~CFunctorJob() */
void __thiscall CFunctorJob::~CFunctorJob(CFunctorJob *this)
{
int *piVar1;
piVar1 = *(int **)(this + 0xb8);
*(undefined ***)this = &PTR_AddRef_00c91ae8;
*(undefined **)(this + 4) = &DAT_00c91b14;
if (piVar1 != (int *)0x0) {
(**(code **)(*piVar1 + 4))(piVar1);
}
*(undefined ***)this = &PTR_AddRef_00c91aa8;
*(undefined **)(this + 4) = &DAT_00c91ad4;
CThreadSyncObject::~CThreadSyncObject((CThreadSyncObject *)(this + 0x44));
pthread_mutex_destroy((pthread_mutex_t *)(this + 0x14));
*(undefined ***)this = &PTR_AddRef_00c91a68;
*(undefined ***)(this + 4) = &PTR__CRefCountServiceBase_00c1ae98;
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.