CLogicRelay::~CLogicRelay
0x006ee540 · 71 bytes · __thiscall
_ZN11CLogicRelayD0Ev
Decompiled
undefined (1 param)
/* CLogicRelay::~CLogicRelay() */
void __thiscall CLogicRelay::~CLogicRelay(CLogicRelay *this)
{
void *in_stack_00000008;
*(undefined ***)this = &PTR__CLogicRelay_00c9bfa8;
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x458));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x440));
*(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.