CPointSpotlight::~CPointSpotlight
0x007def30 · 63 bytes · __thiscall
_ZN15CPointSpotlightD1Ev
Decompiled
undefined (1 param)
/* CPointSpotlight::~CPointSpotlight() */
void __thiscall CPointSpotlight::~CPointSpotlight(CPointSpotlight *this)
{
*(undefined ***)this = &PTR__CPointSpotlight_00cbf288;
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x4a0));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x488));
*(undefined ***)this = &PTR__CPointEntity_00cd35a8;
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.