CNavMesh::DestroyLadders
0x0073eb80 · 131 bytes · __thiscall
_ZN8CNavMesh14DestroyLaddersEv
Decompiled
undefined (1 param)
/* CNavMesh::DestroyLadders() */
void __thiscall CNavMesh::DestroyLadders(CNavMesh *this)
{
CNavLadder *this_00;
int iVar1;
if (0 < *(int *)(this + 0x51c)) {
iVar1 = 0;
do {
(**(code **)(*(int *)this + 0x74))(this,*(undefined4 *)(*(int *)(this + 0x510) + iVar1 * 4));
this_00 = *(CNavLadder **)(*(int *)(this + 0x510) + iVar1 * 4);
if (this_00 != (CNavLadder *)0x0) {
CNavLadder::~CNavLadder(this_00);
operator_delete(this_00);
}
iVar1 = iVar1 + 1;
} while (iVar1 < *(int *)(this + 0x51c));
}
*(undefined4 *)(this + 0x51c) = 0;
*(undefined4 *)(this + 0x4c4) = 0;
*(undefined4 *)(this + 0x4bc) = 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.