CM_DestroyDispPhysCollide
0x00124ee0 · 172 bytes · unknown
_Z25CM_DestroyDispPhysCollidev
Decompiled
undefined (0 params)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* CM_DestroyDispPhysCollide() */
void CM_DestroyDispPhysCollide(void)
{
undefined4 *puVar1;
int iVar2;
int iVar3;
g_VirtualTerrain._20_4_ = 0;
CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(g_VirtualTerrain + 8));
g_VirtualTerrain._24_4_ = g_VirtualTerrain._8_4_;
if (g_VirtualTerrain._4_4_ != 0) {
operator_delete__((void *)g_VirtualTerrain._4_4_);
}
g_VirtualTerrain._4_4_ = 0;
iVar2 = DAT_00396768 + -1;
iVar3 = iVar2 * 4;
if (-1 < iVar2) {
do {
iVar2 = iVar2 + -1;
puVar1 = (undefined4 *)(g_TerrainList + iVar3);
iVar3 = iVar3 + -4;
(**(code **)(*physcollision + 0x44))(physcollision,*puVar1);
} while (iVar2 != -1);
}
DAT_00396768 = 0;
CUtlMemory<CPhysCollide*,int>::Purge((CUtlMemory<CPhysCollide*,int> *)&g_TerrainList);
_DAT_0039676c = g_TerrainList;
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.