CInferno::~CInferno
0x008c7a50 · 308 bytes · __thiscall
_ZN8CInfernoD1Ev
Decompiled
undefined (1 param)
/* CInferno::~CInferno() */
void __thiscall CInferno::~CInferno(CInferno *this)
{
int iVar1;
StopSpitMusic local_d;
*(undefined ***)this = &PTR__CInferno_00ce8168;
if (0 < *(int *)(this + 0xa40)) {
iVar1 = 0;
do {
operator_delete(*(void **)(this + iVar1 * 4 + 0xa48));
*(undefined4 *)(this + iVar1 * 4 + 0xa48) = 0;
iVar1 = iVar1 + 1;
} while (iVar1 < *(int *)(this + 0xa40));
}
iVar1 = *(int *)(this + 0xa44);
if (iVar1 == 1) {
ForEachSurvivor<StopSpitMusic>(&local_d);
CBaseEntity::EmitSound((CBaseEntity *)this,"SpitterZombie.Acid.fadeout",0.0,(float *)0x0);
CBaseEntity::StopSound((CBaseEntity *)this,"SpitterZombie.Acid");
CBaseEntity::~CBaseEntity((CBaseEntity *)this);
return;
}
if (iVar1 == 2) {
CBaseEntity::EmitSound((CBaseEntity *)this,"FireworksCrate.Stop",0.0,(float *)0x0);
CBaseEntity::StopSound((CBaseEntity *)this,"FireworksCrate.Start");
CBaseEntity::~CBaseEntity((CBaseEntity *)this);
return;
}
if (iVar1 != 0) {
CBaseEntity::~CBaseEntity((CBaseEntity *)this);
return;
}
CBaseEntity::EmitSound((CBaseEntity *)this,"Inferno.FadeOut",0.0,(float *)0x0);
CBaseEntity::StopSound((CBaseEntity *)this,"Inferno.Loop");
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.