L L4D2node

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 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)