CScriptFunctionCriterion::~CScriptFunctionCriterion
0x0080dd60 · 92 bytes · __thiscall
_ZN24CScriptFunctionCriterionD2Ev
Decompiled
undefined (1 param)
/* CScriptFunctionCriterion::~CScriptFunctionCriterion() */
void __thiscall CScriptFunctionCriterion::~CScriptFunctionCriterion(CScriptFunctionCriterion *this)
{
*(undefined ***)this = &PTR__CScriptFunctionCriterion_00ccad10;
if (*(int *)(this + 0x10) != 0) {
(**(code **)(*g_pScriptVM + 0x30))(g_pScriptVM,*(int *)(this + 0x10));
*(undefined4 *)(this + 0x10) = 0;
}
if (*(int *)(this + 0xc) != 0) {
(**(code **)(*g_pScriptVM + 0x30))(g_pScriptVM,*(int *)(this + 0xc));
*(undefined4 *)(this + 0xc) = 0;
}
*(undefined ***)this = &PTR__CRefCountServiceBase_00c1ae98;
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.