CSurvivorDeathModel::~CSurvivorDeathModel
0x00996770 · 156 bytes · __thiscall
_ZN19CSurvivorDeathModelD1Ev
Decompiled
undefined (1 param)
/* CSurvivorDeathModel::~CSurvivorDeathModel() */
void __thiscall CSurvivorDeathModel::~CSurvivorDeathModel(CSurvivorDeathModel *this)
{
int iVar1;
int iVar2;
*(undefined ***)this = &PTR__CSurvivorDeathModel_00d1b108;
if (DAT_01016aac < 1) {
LAB_009967ac:
CBaseFlex::~CBaseFlex((CBaseFlex *)this);
return;
}
iVar1 = 0;
if (this != (CSurvivorDeathModel *)*g_DeadSurvivors) {
do {
iVar1 = iVar1 + 1;
if (iVar1 == DAT_01016aac) goto LAB_009967ac;
} while (this != (CSurvivorDeathModel *)g_DeadSurvivors[iVar1]);
if (iVar1 == -1) goto LAB_009967ac;
}
iVar2 = (DAT_01016aac - iVar1) + -1;
if (0 < iVar2) {
_V_memmove(g_DeadSurvivors + iVar1,g_DeadSurvivors + iVar1 + 1,iVar2 * 4);
}
DAT_01016aac = DAT_01016aac + -1;
CBaseFlex::~CBaseFlex((CBaseFlex *)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.