CSceneManager::~CSceneManager
0x0081f9d0 · 119 bytes · __thiscall
_ZN13CSceneManagerD2Ev
Decompiled
undefined (1 param)
/* CSceneManager::~CSceneManager() */
void __thiscall CSceneManager::~CSceneManager(CSceneManager *this)
{
*(undefined ***)this = &PTR__CSceneManager_00ccc508;
*(undefined4 *)(this + 0x460) = 0;
CUtlMemory<CSceneManager::CRestoreSceneSound,int>::Purge
((CUtlMemory<CSceneManager::CRestoreSceneSound,int> *)(this + 0x454));
*(undefined4 *)(this + 0x464) = *(undefined4 *)(this + 0x454);
CUtlMemory<CSceneManager::CRestoreSceneSound,int>::Purge
((CUtlMemory<CSceneManager::CRestoreSceneSound,int> *)(this + 0x454));
*(undefined4 *)(this + 0x44c) = 0;
CUtlMemory<CHandle<CSceneEntity>,int>::Purge
((CUtlMemory<CHandle<CSceneEntity>,int> *)(this + 0x440));
*(undefined4 *)(this + 0x450) = *(undefined4 *)(this + 0x440);
CUtlMemory<CHandle<CSceneEntity>,int>::Purge
((CUtlMemory<CHandle<CSceneEntity>,int> *)(this + 0x440));
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.