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 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.