rr2::CResponseDB::~CResponseDB
0x00bd8ef0 · 81 bytes · __thiscall
_ZN3rr211CResponseDBD0Ev
Decompiled
undefined (1 param)
/* rr2::CResponseDB::~CResponseDB() */
void __thiscall rr2::CResponseDB::~CResponseDB(CResponseDB *this)
{
CUtlVector<rr2::CRule,CUtlMemory<rr2::CRule,int>> *this_00;
this_00 = (CUtlVector<rr2::CRule,CUtlMemory<rr2::CRule,int>> *)(this + 0x3c);
*(undefined ***)this = &PTR__CResponseDB_00d57028;
CUtlVector<rr2::CRule,CUtlMemory<rr2::CRule,int>>::RemoveAll(this_00);
CUtlMemory<rr2::CRule,int>::Purge((CUtlMemory<rr2::CRule,int> *)this_00);
*(undefined4 *)(this + 0x4c) = *(undefined4 *)(this + 0x3c);
CUtlMemory<rr2::CRule,int>::Purge((CUtlMemory<rr2::CRule,int> *)this_00);
*(undefined ***)this = &PTR__IResponseDB_00d56fe8;
CUtlSymbolTable::~CUtlSymbolTable((CUtlSymbolTable *)(this + 4));
operator_delete(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.