CItem::~CItem
0x006e2ea0 · 105 bytes · __thiscall
_ZN5CItemD2Ev
Decompiled
undefined (1 param)
/* CItem::~CItem() */
void __thiscall CItem::~CItem(CItem *this)
{
*(undefined ***)this = &PTR__CItem_00c94a88;
*(undefined ***)(this + 0x13f4) = &PTR_OnAttemptPhysGunPickup_00c94e50;
if (*(int *)(this + 0x1444) != 0) {
(**(code **)(*physenv + 0x5c))(physenv,*(int *)(this + 0x1444));
*(undefined4 *)(this + 0x1444) = 0;
}
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x1414));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x13f8));
CBaseAnimating::~CBaseAnimating((CBaseAnimating *)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.