L L4D2node

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 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)