CSheet::~CSheet
0x00bde690 · 99 bytes · __thiscall
_ZN6CSheetD2Ev
Decompiled
undefined (1 param)
/* CSheet::~CSheet() */
void __thiscall CSheet::~CSheet(CSheet *this)
{
undefined4 *puVar1;
undefined4 *puVar2;
int iVar3;
iVar3 = 0;
do {
if ((*(void **)(this + iVar3 * 4 + 4) != (void *)0x0) && (this[iVar3 + 0x144] == (CSheet)0x0)) {
operator_delete__(*(void **)(this + iVar3 * 4 + 4));
}
iVar3 = iVar3 + 1;
} while (iVar3 != 0x40);
puVar2 = *(undefined4 **)this;
while (puVar2 != (undefined4 *)0x0) {
puVar1 = (undefined4 *)*puVar2;
puVar2[1] = 0;
*puVar2 = 0;
puVar2[2] = 0;
puVar2 = puVar1;
}
*(undefined4 *)this = 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.