CPointTemplate::~CPointTemplate
0x007e1ea0 · 139 bytes · __thiscall
_ZN14CPointTemplateD2Ev
Decompiled
undefined (1 param)
/* CPointTemplate::~CPointTemplate() */
void __thiscall CPointTemplate::~CPointTemplate(CPointTemplate *this)
{
*(undefined ***)this = &PTR__CPointTemplate_00cbfd08;
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x4a8));
*(undefined4 *)(this + 0x4a0) = 0;
CUtlMemory<template_t,int>::Purge((CUtlMemory<template_t,int> *)(this + 0x494));
*(undefined4 *)(this + 0x4a4) = *(undefined4 *)(this + 0x494);
CUtlMemory<template_t,int>::Purge((CUtlMemory<template_t,int> *)(this + 0x494));
*(undefined4 *)(this + 0x48c) = 0;
CUtlMemory<CBaseEntity*,int>::Purge((CUtlMemory<CBaseEntity*,int> *)(this + 0x480));
*(undefined4 *)(this + 0x490) = *(undefined4 *)(this + 0x480);
CUtlMemory<CBaseEntity*,int>::Purge((CUtlMemory<CBaseEntity*,int> *)(this + 0x480));
*(undefined ***)this = &PTR__CServerOnlyEntity_00c5ff48;
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.