L L4D2node

CVoxelHash::CVoxelHash

0x001dcfd0 · 252 bytes · __thiscall

_ZN10CVoxelHashC1Ev

Decompiled

undefined (1 param)

/* CVoxelHash::CVoxelHash() */

void __thiscall CVoxelHash::CVoxelHash(CVoxelHash *this)

{
  void *pvVar1;
  CVoxelHash *pCVar2;
  CVoxelHash *pCVar3;
  CVoxelHash *pCVar4;
  void *pvVar5;
  int iVar6;
  
  pCVar2 = this + 0xc;
  pCVar3 = pCVar2;
  do {
    *(int *)pCVar3 = 0;
    pCVar4 = pCVar3 + 8;
    *(int *)(pCVar3 + 4) = 0;
    pCVar3 = pCVar4;
  } while (pCVar4 != this + 0x100c);
  iVar6 = 0;
  pCVar3 = pCVar2;
  while( true ) {
    pvVar5 = *(void **)pCVar3;
    if (*(void **)pCVar3 != (void *)0x0) {
      do {
        pvVar1 = *(void **)((int)pvVar5 + 0xc);
        operator_delete(pvVar5);
        pvVar5 = pvVar1;
      } while (pvVar1 != *(void **)pCVar3);
    }
    iVar6 = iVar6 + 8;
    *(int *)pCVar3 = 0;
    *(int *)(pCVar3 + 4) = 0;
    if (iVar6 == 0x1000) break;
    pCVar3 = pCVar2 + iVar6;
  }
  *(undefined4 *)(this + 0x100c) = 0;
  *(undefined4 *)(this + 0x101c) = 0;
  *(undefined4 *)(this + 0x1020) = 0;
  *(undefined4 *)(this + 0x1024) = 0;
  *(undefined4 *)(this + 0x103c) = 0;
  *(undefined4 *)(this + 0x1040) = 0xffffffff;
  *(undefined4 *)(this + 0x1028) = 0;
  *(undefined4 *)(this + 0x102c) = 0;
  *(undefined4 *)(this + 0x1030) = 0;
  *(undefined4 *)(this + 0x1034) = 0;
  *(undefined4 *)(this + 0x1038) = 0;
  *(undefined4 *)(this + 0x1044) = 0;
  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)