CWeaponSpawn::~CWeaponSpawn
0x008d6420 · 176 bytes · __thiscall
_ZN12CWeaponSpawnD1Ev
Decompiled
undefined (1 param)
/* CWeaponSpawn::~CWeaponSpawn() */
void __thiscall CWeaponSpawn::~CWeaponSpawn(CWeaponSpawn *this)
{
int iVar1;
int iVar2;
int iVar3;
*(undefined ***)this = &PTR__CWeaponSpawn_00cef268;
*(undefined ***)(this + 0x13f4) = &PTR_OnAttemptPhysGunPickup_00cef660;
iVar1 = DAT_0100486c;
*(undefined **)(this + 0x1448) = &DAT_00cef690;
if (iVar1 < 1) {
LAB_008d646c:
CItem::~CItem((CItem *)this);
return;
}
iVar2 = 0;
if (this != (CWeaponSpawn *)*TheWeaponSpawns) {
do {
iVar2 = iVar2 + 1;
if (iVar2 == iVar1) goto LAB_008d646c;
} while (this != (CWeaponSpawn *)TheWeaponSpawns[iVar2]);
if (iVar2 == -1) goto LAB_008d646c;
}
iVar3 = (iVar1 - iVar2) + -1;
if (0 < iVar3) {
_V_memmove(TheWeaponSpawns + iVar2,TheWeaponSpawns + iVar2 + 1,iVar3 * 4);
iVar1 = DAT_0100486c;
}
DAT_0100486c = iVar1 + -1;
CItem::~CItem((CItem *)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.