L L4D2node

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 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)