Witch::~Witch
0x00a48830 · 222 bytes · __thiscall
_ZN5WitchD2Ev
Decompiled
undefined (1 param)
/* Witch::~Witch() */
void __thiscall Witch::~Witch(Witch *this)
{
int iVar1;
int iVar2;
*(undefined ***)this = &PTR__Witch_00d27508;
*(undefined ***)(this + 0x1a3c) = &PTR__Witch_00d27ae8;
if (TheDirector != (Infected *)0x0) {
CDirector::OnWitchRemoved(TheDirector);
}
if (0 < DAT_01025eac) {
iVar1 = 0;
if (this != (Witch *)*TheWitches) {
do {
iVar1 = iVar1 + 1;
if (iVar1 == DAT_01025eac) goto LAB_00a4888c;
} while (this != (Witch *)TheWitches[iVar1]);
if (iVar1 == -1) goto LAB_00a4888c;
}
iVar2 = (DAT_01025eac - iVar1) + -1;
if (iVar2 < 1) {
DAT_01025eac = DAT_01025eac + -1;
}
else {
_V_memmove(TheWitches + iVar1,TheWitches + iVar1 + 1,iVar2 * 4);
DAT_01025eac = DAT_01025eac + -1;
}
}
LAB_00a4888c:
*(undefined4 *)(this + 0x1dc0) = 0;
CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this + 0x1db4));
*(undefined4 *)(this + 0x1dc4) = *(undefined4 *)(this + 0x1db4);
CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this + 0x1db4));
Infected::~Infected((Infected *)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.