CPostProcessSystem::~CPostProcessSystem
0x007e31d0 · 105 bytes · __thiscall
_ZN18CPostProcessSystemD0Ev
Decompiled
undefined (1 param)
/* CPostProcessSystem::~CPostProcessSystem() */
void __thiscall CPostProcessSystem::~CPostProcessSystem(CPostProcessSystem *this)
{
*(undefined ***)this = &PTR_Name_00cc0b08;
*(undefined4 *)(this + 0x18) = 0xffffffff;
*(undefined ***)(this + 0xc) = &PTR__CGameEventListener_00bfb6e8;
*(undefined4 *)(this + 0x10) = 0xd;
if (this[0x14] != (CPostProcessSystem)0x0) {
if (gameeventmanager != (int *)0x0) {
(**(code **)(*gameeventmanager + 0x18))(gameeventmanager,this + 0xc);
}
this[0x14] = (CPostProcessSystem)0x0;
}
*(undefined ***)(this + 0xc) = &PTR__IGameEventListener2_00bfb610;
*(undefined ***)this = &PTR_Name_00c08de8;
IGameSystem::~IGameSystem((IGameSystem *)this);
operator_delete(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.