L L4D2node

CEdgeList::CleanupCurrentSurfaceList

0x001cc1f0 · 49 bytes · __thiscall

_ZN9CEdgeList25CleanupCurrentSurfaceListEv

Decompiled

undefined (1 param)

/* CEdgeList::CleanupCurrentSurfaceList() */

void __thiscall CEdgeList::CleanupCurrentSurfaceList(CEdgeList *this)

{
  CEdgeList *pCVar1;
  CEdgeList *pCVar2;
  
  pCVar2 = *(CEdgeList **)(this + 0xe8);
  while (pCVar2 != this + 0xf4) {
    pCVar1 = *(CEdgeList **)(pCVar2 + 0x1c);
    *(undefined4 *)(pCVar2 + 0x18) = 0;
    *(undefined4 *)(pCVar2 + 0x1c) = 0;
    pCVar2 = pCVar1;
  }
  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)