CMapInfoVersus::~CMapInfoVersus
0x008e75c0 · 86 bytes · __thiscall
_ZN14CMapInfoVersusD2Ev
Decompiled
undefined (1 param)
/* CMapInfoVersus::~CMapInfoVersus() */
void __thiscall CMapInfoVersus::~CMapInfoVersus(CMapInfoVersus *this)
{
*(undefined ***)this = &PTR__CMapInfoVersus_00cfaba8;
if (g_pMapInfoVersus == this) {
g_pMapInfoVersus = (CMapInfoVersus *)0x0;
}
*(undefined ***)this = &PTR__CMapInfo_00cfa848;
if (this != g_pMapInfo) {
*(undefined ***)this = &PTR__CPointEntity_00cd35a8;
CBaseEntity::~CBaseEntity((CBaseEntity *)this);
return;
}
g_pMapInfo = (CMapInfoVersus *)0x0;
*(undefined ***)this = &PTR__CPointEntity_00cd35a8;
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.