CLogicBranchList::~CLogicBranchList
0x006edf80 · 131 bytes · __thiscall
_ZN16CLogicBranchListD0Ev
Decompiled
undefined (1 param)
/* CLogicBranchList::~CLogicBranchList() */
void __thiscall CLogicBranchList::~CLogicBranchList(CLogicBranchList *this)
{
void *in_stack_00000008;
*(undefined ***)this = &PTR__CLogicBranchList_00c9b4e8;
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x4c8));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x4b0));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x498));
*(undefined4 *)(this + 0x48c) = 0;
CUtlMemory<CHandle<CBaseEntity>,int>::Purge
((CUtlMemory<CHandle<CBaseEntity>,int> *)(this + 0x480));
*(undefined4 *)(this + 0x490) = *(undefined4 *)(this + 0x480);
CUtlMemory<CHandle<CBaseEntity>,int>::Purge
((CUtlMemory<CHandle<CBaseEntity>,int> *)(this + 0x480));
*(undefined ***)this = &PTR__CServerOnlyEntity_00c5ff48;
CBaseEntity::~CBaseEntity((CBaseEntity *)this);
CBaseEntity::operator_delete((CBaseEntity *)this,in_stack_00000008);
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.