CZombieBorder::~CZombieBorder
0x007173a0 · 150 bytes · __thiscall
_ZN13CZombieBorderD1Ev
Decompiled
undefined (1 param)
/* CZombieBorder::~CZombieBorder() */
void __thiscall CZombieBorder::~CZombieBorder(CZombieBorder *this)
{
int iVar1;
int iVar2;
*(undefined ***)this = &PTR__CZombieBorder_00ca3aa8;
if (0 < DAT_00fe670c) {
iVar1 = 0;
if (this != (CZombieBorder *)*g_zombieBorders) {
do {
iVar1 = iVar1 + 1;
if (iVar1 == DAT_00fe670c) goto LAB_007173dc;
} while (this != (CZombieBorder *)g_zombieBorders[iVar1]);
if (iVar1 == -1) goto LAB_007173dc;
}
iVar2 = (DAT_00fe670c - iVar1) + -1;
if (iVar2 < 1) {
DAT_00fe670c = DAT_00fe670c + -1;
}
else {
_V_memmove(g_zombieBorders + iVar1,g_zombieBorders + iVar1 + 1,iVar2 * 4);
DAT_00fe670c = DAT_00fe670c + -1;
}
}
LAB_007173dc:
*(undefined ***)this = &PTR__CServerOnlyEntity_00c5ff48;
CBaseEntity::~CBaseEntity((CBaseEntity *)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.