CPointPlayerMoveConstraint::~CPointPlayerMoveConstraint
0x007dc470 · 97 bytes · __thiscall
_ZN26CPointPlayerMoveConstraintD0Ev
Decompiled
undefined (1 param)
/* CPointPlayerMoveConstraint::~CPointPlayerMoveConstraint() */
void __thiscall
CPointPlayerMoveConstraint::~CPointPlayerMoveConstraint(CPointPlayerMoveConstraint *this)
{
void *in_stack_00000008;
*(undefined ***)this = &PTR__CPointPlayerMoveConstraint_00cbed28;
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x464));
*(undefined4 *)(this + 0x45c) = 0;
CUtlMemory<CHandle<CBaseEntity>,int>::Purge
((CUtlMemory<CHandle<CBaseEntity>,int> *)(this + 0x450));
*(undefined4 *)(this + 0x460) = *(undefined4 *)(this + 0x450);
CUtlMemory<CHandle<CBaseEntity>,int>::Purge
((CUtlMemory<CHandle<CBaseEntity>,int> *)(this + 0x450));
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.