L L4D2node

CPooledVBAllocator_ColorMesh::CheckIsClear

0x00189340 · 60 bytes · __thiscall

_ZN28CPooledVBAllocator_ColorMesh12CheckIsClearEv

Decompiled

undefined (1 param)

/* CPooledVBAllocator_ColorMesh::CheckIsClear() */

undefined4 __thiscall CPooledVBAllocator_ColorMesh::CheckIsClear(CPooledVBAllocator_ColorMesh *this)

{
  undefined4 uVar1;
  
  if (*(int *)(this + 4) == 0) {
    uVar1 = 1;
    if (0 < *(int *)(this + 0x14)) {
      Warning("ERROR: CPooledVBAllocator_ColorMesh has unfreed allocations!");
      return 0;
    }
  }
  else {
    Warning(
           "ERROR: CPooledVBAllocator_ColorMesh\'s internal mesh (vertex buffer) should have been freed!\n"
           );
    uVar1 = 0;
  }
  return uVar1;
}

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)