CHLTVDirector::~CHLTVDirector
0x006dbb80 · 173 bytes · __thiscall
_ZN13CHLTVDirectorD1Ev
Decompiled
undefined (1 param)
/* CHLTVDirector::~CHLTVDirector() */
void __thiscall CHLTVDirector::~CHLTVDirector(CHLTVDirector *this)
{
*(undefined ***)this = &PTR__CHLTVDirector_00c93bc8;
*(undefined ***)(this + 0xc) = &PTR_Name_00c93c58;
*(undefined ***)(this + 0x10) = &PTR__CHLTVDirector_00c93ca4;
CUtlRBTree<CGameEvent,unsigned_short,bool(*)(CGameEvent_const&,CGameEvent_const&),CUtlMemory<UtlRBTreeNode_t<CGameEvent,unsigned_short>,unsigned_short>>
::RemoveAll((CUtlRBTree<CGameEvent,unsigned_short,bool(*)(CGameEvent_const&,CGameEvent_const&),CUtlMemory<UtlRBTreeNode_t<CGameEvent,unsigned_short>,unsigned_short>>
*)(this + 0x1d0));
*(undefined2 *)(this + 0x1e4) = 0xffff;
CUtlMemory<UtlRBTreeNode_t<CGameEvent,unsigned_short>,unsigned_short>::Purge
((CUtlMemory<UtlRBTreeNode_t<CGameEvent,unsigned_short>,unsigned_short> *)(this + 0x1d4)
);
*(undefined2 *)(this + 0x1e6) = 0xffff;
CUtlMemory<UtlRBTreeNode_t<CGameEvent,unsigned_short>,unsigned_short>::Purge
((CUtlMemory<UtlRBTreeNode_t<CGameEvent,unsigned_short>,unsigned_short> *)(this + 0x1d4)
);
*(undefined ***)(this + 0x10) = &PTR__IHLTVDirector_00c93b88;
*(undefined ***)(this + 0xc) = &PTR_Name_00bfb628;
IGameSystemPerFrame::~IGameSystemPerFrame((IGameSystemPerFrame *)(this + 0xc));
*(undefined ***)this = &PTR__CGameEventListener_00bfb6e8;
*(undefined4 *)(this + 4) = 0xd;
if (this[8] != (CHLTVDirector)0x0) {
if (gameeventmanager != (int *)0x0) {
(**(code **)(*gameeventmanager + 0x18))(gameeventmanager,this);
}
this[8] = (CHLTVDirector)0x0;
}
*(undefined ***)this = &PTR__IGameEventListener2_00bfb610;
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.