CUtlString::~CUtlString
0x00be8030 · 9 bytes · __thiscall
_ZN10CUtlStringD1Ev
Decompiled
undefined (1 param)
/* CUtlString::~CUtlString() */
void __thiscall CUtlString::~CUtlString(CUtlString *this)
{
CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)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.