CScriptTriggerOnce::~CScriptTriggerOnce
0x00b25f20 · 221 bytes · __thiscall
_ZN18CScriptTriggerOnceD0Ev
Decompiled
undefined (1 param)
/* CScriptTriggerOnce::~CScriptTriggerOnce() */
void __thiscall CScriptTriggerOnce::~CScriptTriggerOnce(CScriptTriggerOnce *this)
{
void *in_stack_00000008;
*(undefined ***)this = &PTR__CTriggerMultiple_00d41ea8;
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x5a8));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x590));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x56c));
*(undefined ***)this = &PTR__CBaseTrigger_00d40d08;
*(undefined4 *)(this + 0x560) = 0;
CUtlMemory<CHandle<CBaseEntity>,int>::Purge
((CUtlMemory<CHandle<CBaseEntity>,int> *)(this + 0x554));
*(undefined4 *)(this + 0x564) = *(undefined4 *)(this + 0x554);
CUtlMemory<CHandle<CBaseEntity>,int>::Purge
((CUtlMemory<CHandle<CBaseEntity>,int> *)(this + 0x554));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x53c));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x524));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x50c));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x4f4));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x4dc));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x4c4));
*(undefined ***)this = &PTR__CBaseToggle_00cd3f88;
CBaseEntity::~CBaseEntity((CBaseEntity *)this);
CBaseEntity::operator_delete((CBaseEntity *)this,in_stack_00000008);
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.