CTeam::~CTeam
0x00839c50 · 181 bytes · __thiscall
_ZN5CTeamD2Ev
Decompiled
undefined (1 param)
/* CTeam::~CTeam() */
void __thiscall CTeam::~CTeam(CTeam *this)
{
CUtlMemory<CTeamSpawnPoint*,int> *this_00;
CUtlMemory<CBasePlayer*,int> *this_01;
this_00 = (CUtlMemory<CTeamSpawnPoint*,int> *)(this + 0x440);
*(undefined ***)this = &PTR__CTeam_00cd55c8;
*(undefined4 *)(this + 0x44c) = 0;
this_01 = (CUtlMemory<CBasePlayer*,int> *)(this + 0x454);
CUtlMemory<CTeamSpawnPoint*,int>::Purge(this_00);
*(undefined4 *)(this + 0x460) = 0;
*(undefined4 *)(this + 0x450) = *(undefined4 *)(this + 0x440);
CUtlMemory<CBasePlayer*,int>::Purge(this_01);
*(undefined4 *)(this + 0x460) = 0;
*(undefined4 *)(this + 0x464) = *(undefined4 *)(this + 0x454);
CUtlMemory<CBasePlayer*,int>::Purge(this_01);
*(undefined4 *)(this + 0x464) = *(undefined4 *)(this + 0x454);
CUtlMemory<CBasePlayer*,int>::Purge(this_01);
*(undefined4 *)(this + 0x44c) = 0;
CUtlMemory<CTeamSpawnPoint*,int>::Purge(this_00);
*(undefined4 *)(this + 0x450) = *(undefined4 *)(this + 0x440);
CUtlMemory<CTeamSpawnPoint*,int>::Purge(this_00);
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.