Checkpoint::~Checkpoint
0x0086c140 · 119 bytes · __thiscall
_ZN10CheckpointD2Ev
Decompiled
undefined (1 param)
/* Checkpoint::~Checkpoint() */
void __thiscall Checkpoint::~Checkpoint(Checkpoint *this)
{
g_RespawningCheckpoint = 0;
*(undefined4 *)(this + 0x54) = 0;
CUtlMemory<CHandle<CBasePropDoor>,int>::Purge
((CUtlMemory<CHandle<CBasePropDoor>,int> *)(this + 0x48));
*(undefined4 *)(this + 0x58) = *(undefined4 *)(this + 0x48);
CUtlMemory<CHandle<CBasePropDoor>,int>::Purge
((CUtlMemory<CHandle<CBasePropDoor>,int> *)(this + 0x48));
*(undefined4 *)(this + 0x3c) = 0;
CUtlMemory<TerrorNavArea*,int>::Purge((CUtlMemory<TerrorNavArea*,int> *)(this + 0x30));
*(undefined4 *)(this + 0x40) = *(undefined4 *)(this + 0x30);
CUtlMemory<TerrorNavArea*,int>::Purge((CUtlMemory<TerrorNavArea*,int> *)(this + 0x30));
*(undefined4 *)(this + 0xc) = 0;
CUtlMemory<TerrorNavArea*,int>::Purge((CUtlMemory<TerrorNavArea*,int> *)this);
*(undefined4 *)(this + 0x10) = *(undefined4 *)this;
CUtlMemory<TerrorNavArea*,int>::Purge((CUtlMemory<TerrorNavArea*,int> *)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.