CNavLadder::~CNavLadder
0x007327e0 · 105 bytes · __thiscall
_ZN10CNavLadderD1Ev
Decompiled
undefined (1 param)
/* CNavLadder::~CNavLadder() */
void __thiscall CNavLadder::~CNavLadder(CNavLadder *this)
{
int *piVar1;
int iVar2;
iVar2 = 0;
*(undefined ***)this = &PTR_GetScriptDesc_00ca56d8;
if (0 < DAT_00fe6000) {
do {
piVar1 = *(int **)(TheNavAreas + iVar2 * 4);
iVar2 = iVar2 + 1;
(**(code **)(*piVar1 + 0x20))(piVar1,this);
} while (iVar2 < DAT_00fe6000);
}
if ((g_pScriptVM != (int *)0x0) && (*(int *)(this + 0x50) != 0)) {
(**(code **)(*g_pScriptVM + 100))(g_pScriptVM,*(int *)(this + 0x50));
*(undefined4 *)(this + 0x50) = 0;
}
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.