CGlobalState::~CGlobalState
0x006d74e0 · 80 bytes · __thiscall
_ZN12CGlobalStateD2Ev
Decompiled
undefined (1 param)
/* CGlobalState::~CGlobalState() */
void __thiscall CGlobalState::~CGlobalState(CGlobalState *this)
{
*(undefined ***)this = &PTR_Name_00c93448;
*(undefined4 *)(this + 0x54) = 0;
CUtlMemory<globalentity_t,int>::Purge((CUtlMemory<globalentity_t,int> *)(this + 0x48));
*(undefined4 *)(this + 0x58) = *(undefined4 *)(this + 0x48);
CUtlMemory<globalentity_t,int>::Purge((CUtlMemory<globalentity_t,int> *)(this + 0x48));
CUtlSymbolTable::~CUtlSymbolTable((CUtlSymbolTable *)(this + 0xc));
*(undefined ***)this = &PTR_Name_00c08de8;
IGameSystem::~IGameSystem((IGameSystem *)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.