CFlexExpresser::~CFlexExpresser
0x008cfd20 · 93 bytes · __thiscall
_ZN14CFlexExpresserD1Ev
Decompiled
undefined (1 param)
/* CFlexExpresser::~CFlexExpresser() */
void __thiscall CFlexExpresser::~CFlexExpresser(CFlexExpresser *this)
{
CAI_Expresser *this_00;
this_00 = *(CAI_Expresser **)(this + 0x1908);
*(undefined ***)this = &PTR__CFlexExpresser_00cea2e8;
*(undefined **)(this + 0x190c) = &DAT_00cea6c8;
if (this_00 != (CAI_Expresser *)0x0) {
CAI_Expresser::~CAI_Expresser(this_00);
operator_delete(this_00);
}
*(undefined4 *)(this + 0x1908) = 0;
*(undefined **)(this + 0x190c) = &DAT_00cea2c8;
*(undefined ***)this = &PTR__CFlexCycler_00c622a8;
CBaseFlex::~CBaseFlex((CBaseFlex *)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.