CDataManager<CDispCollTree,CDispCollTree*,bool,CThreadFastMutex>::DestroyResourceStorage
0x000cfbd0 · 95 bytes · __thiscall
_ZN12CDataManagerI13CDispCollTreePS0_b16CThreadFastMutexE22DestroyResourceStorageEPv
Decompiled
undefined (2 params)
/* CDataManager<CDispCollTree, CDispCollTree*, bool,
CThreadFastMutex>::DestroyResourceStorage(void*) */
void __thiscall
CDataManager<CDispCollTree,CDispCollTree*,bool,CThreadFastMutex>::DestroyResourceStorage
(CDataManager<CDispCollTree,CDispCollTree*,bool,CThreadFastMutex> *this,void *param_1)
{
*(undefined4 *)((int)param_1 + 0xbc) = 0;
CUtlMemory<CDispCollTriCache,int>::Purge
((CUtlMemory<CDispCollTriCache,int> *)((int)param_1 + 0xb0));
*(undefined4 *)((int)param_1 + 0xd0) = 0;
*(undefined4 *)((int)param_1 + 0xc0) = *(undefined4 *)((int)param_1 + 0xb0);
CUtlMemory<Vector,int>::Purge((CUtlMemory<Vector,int> *)((int)param_1 + 0xc4));
*(undefined4 *)((int)param_1 + 0x24) = 0;
*(undefined4 *)((int)param_1 + 0xd4) = *(undefined4 *)((int)param_1 + 0xc4);
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.