CEdgeList::ResetActiveEdgeList
0x001cc270 · 60 bytes · __thiscall
_ZN9CEdgeList19ResetActiveEdgeListEv
Decompiled
undefined (1 param)
/* CEdgeList::ResetActiveEdgeList() */
void __thiscall CEdgeList::ResetActiveEdgeList(CEdgeList *this)
{
undefined4 uVar1;
*(undefined4 *)(this + 0x11c) = 0;
uVar1 = *(undefined4 *)((uint)**(ushort **)(this + 0x30) * 0x30 + *(int *)this + 4);
*(CEdgeList **)(this + 0x70) = this + 0x74;
*(undefined4 *)(this + 0x120) = uVar1;
*(CEdgeList **)(this + 0x9c) = this + 0x44;
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.