CSpeechScriptBridge::~CSpeechScriptBridge
0x0080a120 · 197 bytes · __thiscall
_ZN19CSpeechScriptBridgeD2Ev
Decompiled
undefined (1 param)
/* CSpeechScriptBridge::~CSpeechScriptBridge() */
void __thiscall CSpeechScriptBridge::~CSpeechScriptBridge(CSpeechScriptBridge *this)
{
int iVar1;
int *piVar2;
int *__ptr;
int iVar3;
CSpeechScriptBridge *in_stack_ffffffd4;
if (*this != (CSpeechScriptBridge)0x0) {
Term(in_stack_ffffffd4);
}
piVar2 = g_pScriptVM;
if (*(int *)(this + 4) != -1) {
__ptr = *(int **)(this + 0xc);
if ((g_pScriptVM != (int *)0x0) && (0 < *__ptr)) {
iVar3 = 0;
do {
(**(code **)(*piVar2 + 0x4c))(piVar2,*(undefined4 *)__ptr[iVar3 + 1]);
iVar1 = iVar3 * 4;
iVar3 = iVar3 + 1;
**(undefined4 **)(*(int *)(this + 0xc) + 4 + iVar1) = 0xffffffff;
__ptr = *(int **)(this + 0xc);
} while (iVar3 < *__ptr);
}
if (__ptr != &CUtlVectorUltraConservative<HSCRIPT__**,CUtlVectorUltraConservativeAllocator>::
StaticData()::staticData) {
free(__ptr);
*(undefined4 **)(this + 0xc) =
&CUtlVectorUltraConservative<HSCRIPT__**,CUtlVectorUltraConservativeAllocator>::
StaticData()::staticData;
}
if (((*(int *)(this + 4) != 0) && (piVar2 != (int *)0x0)) && (((byte)this[8] & 1) == 0)) {
(**(code **)(*piVar2 + 0x44))(piVar2,*(int *)(this + 4));
}
*(undefined4 *)(this + 4) = 0xffffffff;
}
*(undefined4 *)(this + 8) = 0;
if (*(undefined4 **)(this + 0xc) !=
&CUtlVectorUltraConservative<HSCRIPT__**,CUtlVectorUltraConservativeAllocator>::StaticData()::
staticData) {
free(*(undefined4 **)(this + 0xc));
*(undefined4 **)(this + 0xc) =
&CUtlVectorUltraConservative<HSCRIPT__**,CUtlVectorUltraConservativeAllocator>::
StaticData()::staticData;
}
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.