CFixedBudgetMemoryPool<8840u,24>::~CFixedBudgetMemoryPool
0x00b69a20 · 68 bytes · __thiscall
_ZN22CFixedBudgetMemoryPoolILj8840ELi24EED1Ev
Decompiled
undefined (1 param)
/* CFixedBudgetMemoryPool<8840u, 24>::~CFixedBudgetMemoryPool() */
void __thiscall
CFixedBudgetMemoryPool<8840u,24>::~CFixedBudgetMemoryPool(CFixedBudgetMemoryPool<8840u,24> *this)
{
char cVar1;
do {
if (*(int *)this == 0) {
return;
}
cVar1 = ThreadInterlockedAssignIf64
(this,0,*(uint *)(this + 4) & 0xffff0000,*(int *)this,*(uint *)(this + 4));
} while (cVar1 == '\0');
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.