L L4D2node

DispCollTrees_Free

0x000cda60 · 74 bytes · __cdecl

_Z18DispCollTrees_FreeP13CDispCollTree

Decompiled

undefined (1 param)

/* DispCollTrees_Free(CDispCollTree*) */

void DispCollTrees_Free(CDispCollTree *param_1)

{
  int iVar1;
  
  iVar1 = 0;
  if (0 < g_nTrees) {
    do {
      iVar1 = iVar1 + 1;
      CDispCollTree::~CDispCollTree(param_1);
      param_1 = param_1 + 0xf4;
    } while (iVar1 < g_nTrees);
  }
  g_nTrees = 0;
  return;
}

SourceMod gamedata

paste into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)