CVScriptGameEventListener::~CVScriptGameEventListener
0x00b58090 · 78 bytes · __thiscall
_ZN25CVScriptGameEventListenerD2Ev
Decompiled
undefined (1 param)
/* CVScriptGameEventListener::~CVScriptGameEventListener() */
void __thiscall
CVScriptGameEventListener::~CVScriptGameEventListener(CVScriptGameEventListener *this)
{
*(undefined ***)this = &PTR__CGameEventListener_00bfb6e8;
*(undefined4 *)(this + 4) = 0xd;
if (this[8] == (CVScriptGameEventListener)0x0) {
*(undefined ***)this = &PTR__IGameEventListener2_00bfb610;
return;
}
if (gameeventmanager != (int *)0x0) {
(**(code **)(*gameeventmanager + 0x18))(gameeventmanager,this);
}
this[8] = (CVScriptGameEventListener)0x0;
*(undefined ***)this = &PTR__IGameEventListener2_00bfb610;
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.