CBasePlayer::~CBasePlayer
0x007ba110 · 341 bytes · __thiscall
_ZN11CBasePlayerD2Ev
Decompiled
undefined (1 param)
/* CBasePlayer::~CBasePlayer() */
void __thiscall CBasePlayer::~CBasePlayer(CBasePlayer *this)
{
CUtlVector<CCommandContext,CUtlMemory<CCommandContext,int>> *this_00;
*(undefined ***)this = &PTR__CBasePlayer_00cba2e8;
VPhysicsDestroyObject(this);
*(undefined4 *)(this + 0x235c) = 0;
CUtlMemory<CHandle<CBasePlayer>,int>::Purge
((CUtlMemory<CHandle<CBasePlayer>,int> *)(this + 0x2350));
*(undefined4 *)(this + 0x2360) = *(undefined4 *)(this + 0x2350);
CUtlMemory<CHandle<CBasePlayer>,int>::Purge
((CUtlMemory<CHandle<CBasePlayer>,int> *)(this + 0x2350));
CUtlLinkedList<CPlayerCmdInfo,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CPlayerCmdInfo,unsigned_short>,unsigned_short>>
::RemoveAll((CUtlLinkedList<CPlayerCmdInfo,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CPlayerCmdInfo,unsigned_short>,unsigned_short>>
*)(this + 0x2304));
CUtlMemory<UtlLinkedListElem_t<CPlayerCmdInfo,unsigned_short>,unsigned_short>::Purge
((CUtlMemory<UtlLinkedListElem_t<CPlayerCmdInfo,unsigned_short>,unsigned_short> *)
(this + 0x2304));
CUtlLinkedList<CPlayerSimInfo,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CPlayerSimInfo,unsigned_short>,unsigned_short>>
::RemoveAll((CUtlLinkedList<CPlayerSimInfo,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CPlayerSimInfo,unsigned_short>,unsigned_short>>
*)(this + 0x22e8));
CUtlMemory<UtlLinkedListElem_t<CPlayerSimInfo,unsigned_short>,unsigned_short>::Purge
((CUtlMemory<UtlLinkedListElem_t<CPlayerSimInfo,unsigned_short>,unsigned_short> *)
(this + 0x22e8));
*(undefined ***)(this + 0x216c) = &PTR_SetAbsOrigin_00cbbba8;
*(undefined ***)(this + 0x2170) = &PTR_GetName_00cbbc40;
*(undefined4 *)(this + 0x2074) = 0;
CUtlMemory<CHandle<CBaseEntity>,int>::Purge
((CUtlMemory<CHandle<CBaseEntity>,int> *)(this + 0x2068));
*(undefined4 *)(this + 0x2078) = *(undefined4 *)(this + 0x2068);
this_00 = (CUtlVector<CCommandContext,CUtlMemory<CCommandContext,int>> *)(this + 0x1dc0);
CUtlMemory<CHandle<CBaseEntity>,int>::Purge
((CUtlMemory<CHandle<CBaseEntity>,int> *)(this + 0x2068));
*(undefined ***)(this + 0x1f8c) = &PTR__CUserCmd_00c15058;
CUtlVector<CCommandContext,CUtlMemory<CCommandContext,int>>::RemoveAll(this_00);
CUtlMemory<CCommandContext,int>::Purge((CUtlMemory<CCommandContext,int> *)this_00);
*(undefined4 *)(this + 0x1dd0) = *(undefined4 *)(this + 0x1dc0);
CUtlMemory<CCommandContext,int>::Purge((CUtlMemory<CCommandContext,int> *)this_00);
*(undefined ***)(this + 0x1c7c) = &PTR_NetworkStateChanged_00cba1c0;
*(undefined4 *)(this + 0x1c74) = 0;
CUtlMemory<CHandle<CBaseEntity>,int>::Purge
((CUtlMemory<CHandle<CBaseEntity>,int> *)(this + 0x1c68));
*(undefined4 *)(this + 0x1c78) = *(undefined4 *)(this + 0x1c68);
CUtlMemory<CHandle<CBaseEntity>,int>::Purge
((CUtlMemory<CHandle<CBaseEntity>,int> *)(this + 0x1c68));
*(undefined4 *)(this + 0x1c58) = 0;
CUtlMemory<CHandle<CTonemapTrigger>,int>::Purge
((CUtlMemory<CHandle<CTonemapTrigger>,int> *)(this + 0x1c4c));
*(undefined4 *)(this + 0x1c5c) = *(undefined4 *)(this + 0x1c4c);
CUtlMemory<CHandle<CTonemapTrigger>,int>::Purge
((CUtlMemory<CHandle<CTonemapTrigger>,int> *)(this + 0x1c4c));
CBaseCombatCharacter::~CBaseCombatCharacter((CBaseCombatCharacter *)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.