CSlideshowDisplay::~CSlideshowDisplay
0x00823df0 · 222 bytes · __thiscall
_ZN17CSlideshowDisplayD2Ev
Decompiled
undefined (1 param)
/* CSlideshowDisplay::~CSlideshowDisplay() */
void __thiscall CSlideshowDisplay::~CSlideshowDisplay(CSlideshowDisplay *this)
{
uint uVar1;
CVGuiScreen *pCVar2;
undefined *puVar3;
int iVar4;
int local_20;
*(undefined ***)this = &PTR__CSlideshowDisplay_00cce588;
local_20 = *(int *)(this + 0x594) + -1;
iVar4 = local_20 * 4;
if (-1 < local_20) {
do {
pCVar2 = (CVGuiScreen *)0x0;
uVar1 = *(uint *)(*(int *)(this + 0x588) + iVar4);
if (((uVar1 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) {
pCVar2 = *(CVGuiScreen **)(puVar3 + 4);
}
iVar4 = iVar4 + -4;
DestroyVGuiScreen(pCVar2);
local_20 = local_20 + -1;
} while (local_20 != -1);
}
*(undefined4 *)(this + 0x594) = 0;
CUtlMemory<CHandle<CVGuiScreen>,int>::Purge
((CUtlMemory<CHandle<CVGuiScreen>,int> *)(this + 0x588));
*(undefined4 *)(this + 0x598) = *(undefined4 *)(this + 0x588);
CUtlMemory<CHandle<CVGuiScreen>,int>::Purge
((CUtlMemory<CHandle<CVGuiScreen>,int> *)(this + 0x588));
*(undefined4 *)(this + 0x554) = 0;
CUtlMemory<SlideKeywordList_t*,int>::Purge((CUtlMemory<SlideKeywordList_t*,int> *)(this + 0x548));
*(undefined4 *)(this + 0x558) = *(undefined4 *)(this + 0x548);
CUtlMemory<SlideKeywordList_t*,int>::Purge((CUtlMemory<SlideKeywordList_t*,int> *)(this + 0x548));
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.