rr2::CRule::~CRule
0x00bdab90 · 278 bytes · __thiscall
_ZN3rr25CRuleD1Ev
Decompiled
undefined (1 param)
/* rr2::CRule::~CRule() */
void __thiscall rr2::CRule::~CRule(CRule *this)
{
int *piVar1;
piVar1 = *(int **)(this + 0x60);
if (piVar1 != (int *)0x0) {
(**(code **)(*piVar1 + 4))(piVar1);
*(undefined4 *)(this + 0x60) = 0;
}
CUtlVector<rr2::CriterionLambda,CUtlMemoryConservative<rr2::CriterionLambda>>::RemoveAll
((CUtlVector<rr2::CriterionLambda,CUtlMemoryConservative<rr2::CriterionLambda>> *)
(this + 0x50));
free(*(void **)(this + 0x50));
*(undefined4 *)(this + 0x54) = 0;
*(undefined4 *)(this + 0x50) = 0;
*(undefined4 *)(this + 0x5c) = 0;
*(undefined4 *)(this + 0x48) = 0;
free(*(void **)(this + 0x40));
*(undefined4 *)(this + 0x44) = 0;
*(undefined4 *)(this + 0x40) = 0;
*(undefined4 *)(this + 0x4c) = 0;
*(undefined4 *)(this + 0x38) = 0;
free(*(void **)(this + 0x30));
*(undefined4 *)(this + 0x34) = 0;
*(undefined4 *)(this + 0x30) = 0;
*(undefined4 *)(this + 0x3c) = 0;
CUtlVector<rr2::CriterionLambda,CUtlMemoryConservative<rr2::CriterionLambda>>::RemoveAll
((CUtlVector<rr2::CriterionLambda,CUtlMemoryConservative<rr2::CriterionLambda>> *)
(this + 0x20));
free(*(void **)(this + 0x20));
*(undefined4 *)(this + 0x24) = 0;
*(undefined4 *)(this + 0x20) = 0;
*(undefined4 *)(this + 0x2c) = 0;
*(undefined4 *)(this + 0x18) = 0;
free(*(void **)(this + 0x10));
*(undefined4 *)(this + 0x14) = 0;
*(undefined4 *)(this + 0x10) = 0;
*(undefined4 *)(this + 0x1c) = 0;
*(undefined4 *)(this + 8) = 0;
free(*(void **)this);
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)this = 0;
*(undefined4 *)(this + 0xc) = 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.