CSkyCamera::~CSkyCamera
0x008225c0 · 97 bytes · __thiscall
_ZN10CSkyCameraD2Ev
Decompiled
undefined (1 param)
/* CSkyCamera::~CSkyCamera() */
void __thiscall CSkyCamera::~CSkyCamera(CSkyCamera *this)
{
CSkyCamera *pCVar1;
CSkyCamera *pCVar2;
*(undefined ***)this = &PTR__CSkyCamera_00ccdfc8;
if (CEntityClassList<CSkyCamera>::m_pClassList == (CSkyCamera *)0x0) {
LAB_008225f0:
*(undefined ***)this = &PTR__CServerOnlyEntity_00c5ff48;
CBaseEntity::~CBaseEntity((CBaseEntity *)this);
return;
}
pCVar1 = CEntityClassList<CSkyCamera>::m_pClassList;
if (this == CEntityClassList<CSkyCamera>::m_pClassList) {
pCVar2 = (CSkyCamera *)&CEntityClassList<CSkyCamera>::m_pClassList;
pCVar1 = this;
}
else {
do {
pCVar2 = pCVar1;
pCVar1 = *(CSkyCamera **)(pCVar2 + 0x4b8);
if (pCVar1 == (CSkyCamera *)0x0) goto LAB_008225f0;
} while (this != pCVar1);
pCVar2 = pCVar2 + 0x4b8;
}
*(undefined4 *)pCVar2 = *(undefined4 *)(pCVar1 + 0x4b8);
*(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.