CFriendlyFireAwardTemplate::~CFriendlyFireAwardTemplate
0x00850280 · 113 bytes · __thiscall
_ZN26CFriendlyFireAwardTemplateD1Ev
Decompiled
undefined (1 param)
/* CFriendlyFireAwardTemplate::~CFriendlyFireAwardTemplate() */
void __thiscall
CFriendlyFireAwardTemplate::~CFriendlyFireAwardTemplate(CFriendlyFireAwardTemplate *this)
{
CUtlLinkedList<CFriendlyFireIncident,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CFriendlyFireIncident,unsigned_short>,unsigned_short>>
*this_00;
*(undefined ***)this = &PTR__CFriendlyFireAwardTemplate_00cd8a88;
this_00 = (CUtlLinkedList<CFriendlyFireIncident,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CFriendlyFireIncident,unsigned_short>,unsigned_short>>
*)(this + 0x84);
do {
this_00 = this_00 + -0x1c;
CUtlLinkedList<CFriendlyFireIncident,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CFriendlyFireIncident,unsigned_short>,unsigned_short>>
::RemoveAll(this_00);
CUtlMemory<UtlLinkedListElem_t<CFriendlyFireIncident,unsigned_short>,unsigned_short>::Purge
((CUtlMemory<UtlLinkedListElem_t<CFriendlyFireIncident,unsigned_short>,unsigned_short>
*)this_00);
} while ((CUtlLinkedList<CFriendlyFireIncident,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CFriendlyFireIncident,unsigned_short>,unsigned_short>>
*)(this + 0x14) != this_00);
*(undefined ***)this = &PTR__CGameEventListener_00bfb6e8;
*(undefined4 *)(this + 4) = 0xd;
if (this[8] != (CFriendlyFireAwardTemplate)0x0) {
if (gameeventmanager != (int *)0x0) {
(**(code **)(*gameeventmanager + 0x18))(gameeventmanager,this);
}
this[8] = (CFriendlyFireAwardTemplate)0x0;
}
*(undefined ***)this = &PTR__IGameEventListener2_00bfb610;
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.