SavedMeleeWeaponSpawn::~SavedMeleeWeaponSpawn
0x00866df0 · 24 bytes · __thiscall
_ZN21SavedMeleeWeaponSpawnD2Ev
Decompiled
undefined (1 param)
/* SavedMeleeWeaponSpawn::~SavedMeleeWeaponSpawn() */
void __thiscall SavedMeleeWeaponSpawn::~SavedMeleeWeaponSpawn(SavedMeleeWeaponSpawn *this)
{
*(undefined ***)this = &PTR__SavedEntity_00cda8a0;
KeyValues::deleteThis();
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.