CSurvivorRescue::~CSurvivorRescue
0x0096d350 · 168 bytes · __thiscall
_ZN15CSurvivorRescueD2Ev
Decompiled
undefined (1 param)
/* CSurvivorRescue::~CSurvivorRescue() */
void __thiscall CSurvivorRescue::~CSurvivorRescue(CSurvivorRescue *this)
{
*(undefined ***)this = &PTR__CSurvivorRescue_00d0db68;
*(undefined **)(this + 0x190c) = &DAT_00d0df4c;
*(undefined ***)(this + 0x1914) = &PTR__CSurvivorRescue_00d0df60;
*(undefined4 *)(this + 0x1950) = 0;
CUtlMemory<CHandle<CBaseEntity>,int>::Purge
((CUtlMemory<CHandle<CBaseEntity>,int> *)(this + 0x1944));
*(undefined4 *)(this + 0x1954) = *(undefined4 *)(this + 0x1944);
CUtlMemory<CHandle<CBaseEntity>,int>::Purge
((CUtlMemory<CHandle<CBaseEntity>,int> *)(this + 0x1944));
*(undefined ***)(this + 0x1914) = &PTR__CGameEventListener_00bfb6e8;
*(undefined4 *)(this + 0x1918) = 0xd;
if (this[0x191c] != (CSurvivorRescue)0x0) {
if (gameeventmanager != (int *)0x0) {
(**(code **)(*gameeventmanager + 0x18))(gameeventmanager,this + 0x1914);
}
this[0x191c] = (CSurvivorRescue)0x0;
}
*(undefined ***)(this + 0x1914) = &PTR__IGameEventListener2_00bfb610;
CFlexExpresser::~CFlexExpresser((CFlexExpresser *)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.