CL4D1SurvivorSpawn::~CL4D1SurvivorSpawn
0x008d5a90 · 37 bytes · __thiscall
_ZN18CL4D1SurvivorSpawnD0Ev
Decompiled
undefined (1 param)
/* CL4D1SurvivorSpawn::~CL4D1SurvivorSpawn() */
void __thiscall CL4D1SurvivorSpawn::~CL4D1SurvivorSpawn(CL4D1SurvivorSpawn *this)
{
void *in_stack_00000008;
*(undefined ***)this = &PTR__CL4D1SurvivorSpawn_00ced968;
CBaseEntity::~CBaseEntity((CBaseEntity *)this);
CBaseEntity::operator_delete((CBaseEntity *)this,in_stack_00000008);
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.