L L4D2node

CVoxelHash::Shutdown

0x001dd280 · 113 bytes · __thiscall

_ZN10CVoxelHash8ShutdownEv

Decompiled

undefined (1 param)

/* CVoxelHash::Shutdown() */

void __thiscall CVoxelHash::Shutdown(CVoxelHash *this)

{
  void *pvVar1;
  void *pvVar2;
  CVoxelHash *pCVar3;
  int iVar4;
  
  CUtlLinkedList<unsigned_short,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<unsigned_short,int>>>
  ::Purge((CUtlLinkedList<unsigned_short,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<unsigned_short,int>>>
           *)(this + 0x101c));
  iVar4 = 0;
  pCVar3 = this + 0xc;
  do {
    pvVar2 = *(void **)pCVar3;
    if (*(void **)pCVar3 != (void *)0x0) {
      do {
        pvVar1 = *(void **)((int)pvVar2 + 0xc);
        operator_delete(pvVar2);
        pvVar2 = pvVar1;
      } while (pvVar1 != *(void **)pCVar3);
    }
    iVar4 = iVar4 + 1;
    *(int *)pCVar3 = 0;
    *(int *)(pCVar3 + 4) = 0;
    pCVar3 = pCVar3 + 8;
  } while (iVar4 != 0x200);
  *(undefined4 *)(this + 0x100c) = 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)