CPooledVBAllocator_ColorMesh::Clear
0x00185da0 · 177 bytes · __thiscall
_ZN28CPooledVBAllocator_ColorMesh5ClearEv
Decompiled
undefined (1 param)
/* CPooledVBAllocator_ColorMesh::Clear() */
void __thiscall CPooledVBAllocator_ColorMesh::Clear(CPooledVBAllocator_ColorMesh *this)
{
int *piVar1;
if (*(int *)(this + 4) != 0) {
if (0 < *(int *)(this + 0x14)) {
Warning(
"ERROR: CPooledVBAllocator_ColorMesh::Clear should not be called until all allocations released!\n"
);
}
piVar1 = (int *)(**(code **)(*materials + 0x180))(materials);
if (piVar1 != (int *)0x0) {
/* try { // try from 00185de0 to 00185de2 has its CatchHandler @ 00185e66 */
(**(code **)(*piVar1 + 8))(piVar1);
}
/* try { // try from 00185df2 to 00185df7 has its CatchHandler @ 00185e51 */
(**(code **)(*piVar1 + 0xe4))(piVar1,*(undefined4 *)(this + 4));
*(undefined4 *)(this + 4) = 0;
if (piVar1 != (int *)0x0) {
(**(code **)(*piVar1 + 0xc))(piVar1);
if (piVar1 != (int *)0x0) {
(**(code **)(*piVar1 + 4))(piVar1);
}
}
}
*(undefined4 *)(this + 8) = 0;
*(undefined4 *)(this + 0xc) = 0;
*(undefined4 *)(this + 0x10) = 0;
*(undefined4 *)(this + 0x14) = 0;
*(undefined4 *)(this + 0x18) = 0;
*(undefined4 *)(this + 0x1c) = 0xffffffff;
this[0x20] = (CPooledVBAllocator_ColorMesh)0x0;
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.