CDeltaEntityCache::Flush
0x0016fde0 · 77 bytes · __thiscall
_ZN17CDeltaEntityCache5FlushEv
Decompiled
undefined (1 param)
/* CDeltaEntityCache::Flush() */
void __thiscall CDeltaEntityCache::Flush(CDeltaEntityCache *this)
{
int iVar1;
if (*(int *)(this + 4) != 0) {
if (0 < *(int *)(this + 4)) {
iVar1 = 0;
do {
if (*(void **)(this + iVar1 * 4 + 0xc) != (void *)0x0) {
free(*(void **)(this + iVar1 * 4 + 0xc));
*(undefined4 *)(this + iVar1 * 4 + 0xc) = 0;
}
iVar1 = iVar1 + 1;
} while (iVar1 < *(int *)(this + 4));
}
*(undefined4 *)(this + 4) = 0;
}
*(undefined4 *)(this + 8) = 0;
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.