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 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.