CGameWeaponManager::~CGameWeaponManager
0x006d22e0 · 191 bytes · __thiscall
_ZN18CGameWeaponManagerD2Ev
Decompiled
undefined (1 param)
/* CGameWeaponManager::~CGameWeaponManager() */
void __thiscall CGameWeaponManager::~CGameWeaponManager(CGameWeaponManager *this)
{
int iVar1;
int iVar2;
*(undefined ***)this = &PTR__CGameWeaponManager_00c91fe8;
if (0 < DAT_00fe3594) {
iVar1 = 0;
if (this != (CGameWeaponManager *)*g_Managers) {
do {
iVar1 = iVar1 + 1;
if (iVar1 == DAT_00fe3594) goto LAB_006d231c;
} while (this != (CGameWeaponManager *)g_Managers[iVar1]);
if (iVar1 == -1) goto LAB_006d231c;
}
iVar2 = (DAT_00fe3594 - iVar1) + -1;
if (iVar2 < 1) {
DAT_00fe3594 = DAT_00fe3594 + -1;
}
else {
_V_memmove(g_Managers + iVar1,g_Managers + iVar1 + 1,iVar2 * 4);
DAT_00fe3594 = DAT_00fe3594 + -1;
}
}
LAB_006d231c:
*(undefined4 *)(this + 0x45c) = 0;
CUtlMemory<CHandle<CBaseEntity>,int>::Purge
((CUtlMemory<CHandle<CBaseEntity>,int> *)(this + 0x450));
*(undefined4 *)(this + 0x460) = *(undefined4 *)(this + 0x450);
CUtlMemory<CHandle<CBaseEntity>,int>::Purge
((CUtlMemory<CHandle<CBaseEntity>,int> *)(this + 0x450));
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.