CSoundscapeSystem::~CSoundscapeSystem
0x00831ed0 · 177 bytes · __thiscall
_ZN17CSoundscapeSystemD1Ev
Decompiled
undefined (1 param)
/* CSoundscapeSystem::~CSoundscapeSystem() */
void __thiscall CSoundscapeSystem::~CSoundscapeSystem(CSoundscapeSystem *this)
{
CUtlVector<CUtlVector<CUtlString,CUtlMemory<CUtlString,int>>,CUtlMemory<CUtlVector<CUtlString,CUtlMemory<CUtlString,int>>,int>>
*this_00;
this_00 = (CUtlVector<CUtlVector<CUtlString,CUtlMemory<CUtlString,int>>,CUtlMemory<CUtlVector<CUtlString,CUtlMemory<CUtlString,int>>,int>>
*)(this + 0x54);
*(undefined ***)this = &PTR_Name_00cd26a8;
CUtlVector<CUtlVector<CUtlString,CUtlMemory<CUtlString,int>>,CUtlMemory<CUtlVector<CUtlString,CUtlMemory<CUtlString,int>>,int>>
::RemoveAll(this_00);
CUtlMemory<CUtlVector<CUtlString,CUtlMemory<CUtlString,int>>,int>::Purge
((CUtlMemory<CUtlVector<CUtlString,CUtlMemory<CUtlString,int>>,int> *)this_00);
*(undefined4 *)(this + 100) = *(undefined4 *)(this + 0x54);
CUtlMemory<CUtlVector<CUtlString,CUtlMemory<CUtlString,int>>,int>::Purge
((CUtlMemory<CUtlVector<CUtlString,CUtlMemory<CUtlString,int>>,int> *)this_00);
*(undefined4 *)(this + 0x48) = 0;
CUtlMemory<unsigned_short,int>::Purge((CUtlMemory<unsigned_short,int> *)(this + 0x3c));
*(undefined4 *)(this + 0x4c) = *(undefined4 *)(this + 0x3c);
CUtlMemory<unsigned_short,int>::Purge((CUtlMemory<unsigned_short,int> *)(this + 0x3c));
*(undefined4 *)(this + 0x34) = 0;
CUtlMemory<clusterSoundscapeList_t,int>::Purge
((CUtlMemory<clusterSoundscapeList_t,int> *)(this + 0x28));
*(undefined4 *)(this + 0x38) = *(undefined4 *)(this + 0x28);
CUtlMemory<clusterSoundscapeList_t,int>::Purge
((CUtlMemory<clusterSoundscapeList_t,int> *)(this + 0x28));
*(undefined4 *)(this + 0x20) = 0;
CUtlMemory<CEnvSoundscape*,int>::Purge((CUtlMemory<CEnvSoundscape*,int> *)(this + 0x14));
*(undefined4 *)(this + 0x24) = *(undefined4 *)(this + 0x14);
CUtlMemory<CEnvSoundscape*,int>::Purge((CUtlMemory<CEnvSoundscape*,int> *)(this + 0x14));
CStringRegistry::~CStringRegistry((CStringRegistry *)(this + 0xc));
*(undefined ***)this = &PTR_Name_00bfb628;
IGameSystemPerFrame::~IGameSystemPerFrame((IGameSystemPerFrame *)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.