TerrorNavMesh::~TerrorNavMesh
0x00994bf0 · 295 bytes · __thiscall
_ZN13TerrorNavMeshD1Ev
Decompiled
undefined (1 param)
/* TerrorNavMesh::~TerrorNavMesh() */
void __thiscall TerrorNavMesh::~TerrorNavMesh(TerrorNavMesh *this)
{
*(undefined ***)this = &PTR__TerrorNavMesh_00d124a8;
*(undefined4 *)(this + 0x698) = 0;
CUtlMemory<Extent,int>::Purge((CUtlMemory<Extent,int> *)(this + 0x68c));
*(undefined4 *)(this + 0x69c) = *(undefined4 *)(this + 0x68c);
CUtlMemory<Extent,int>::Purge((CUtlMemory<Extent,int> *)(this + 0x68c));
*(undefined4 *)(this + 0x684) = 0;
CUtlMemory<CHandle<CBaseEntity>,int>::Purge
((CUtlMemory<CHandle<CBaseEntity>,int> *)(this + 0x678));
*(undefined4 *)(this + 0x688) = *(undefined4 *)(this + 0x678);
CUtlMemory<CHandle<CBaseEntity>,int>::Purge
((CUtlMemory<CHandle<CBaseEntity>,int> *)(this + 0x678));
*(undefined4 *)(this + 0x670) = 0;
CUtlMemory<Checkpoint*,int>::Purge((CUtlMemory<Checkpoint*,int> *)(this + 0x664));
*(undefined4 *)(this + 0x674) = *(undefined4 *)(this + 0x664);
CUtlMemory<Checkpoint*,int>::Purge((CUtlMemory<Checkpoint*,int> *)(this + 0x664));
*(undefined4 *)(this + 0x658) = 0;
CUtlMemory<char*,int>::Purge((CUtlMemory<char*,int> *)(this + 0x64c));
*(undefined4 *)(this + 0x65c) = *(undefined4 *)(this + 0x64c);
CUtlMemory<char*,int>::Purge((CUtlMemory<char*,int> *)(this + 0x64c));
*(undefined4 *)(this + 0x640) = 0;
CUtlMemory<TerrorNavArea*,int>::Purge((CUtlMemory<TerrorNavArea*,int> *)(this + 0x634));
*(undefined4 *)(this + 0x644) = *(undefined4 *)(this + 0x634);
CUtlMemory<TerrorNavArea*,int>::Purge((CUtlMemory<TerrorNavArea*,int> *)(this + 0x634));
*(undefined4 *)(this + 0x628) = 0;
CUtlMemory<TerrorNavArea*,int>::Purge((CUtlMemory<TerrorNavArea*,int> *)(this + 0x61c));
*(undefined4 *)(this + 0x62c) = *(undefined4 *)(this + 0x61c);
CUtlMemory<TerrorNavArea*,int>::Purge((CUtlMemory<TerrorNavArea*,int> *)(this + 0x61c));
CNavMesh::~CNavMesh((CNavMesh *)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.