CVoxelHash::Init
0x001dd340 · 251 bytes · __thiscall
_ZN10CVoxelHash4InitEP10CVoxelTreeRK6VectorS4_i
Decompiled
undefined (5 params)
/* CVoxelHash::Init(CVoxelTree*, Vector const&, Vector const&, int) */
void __thiscall
CVoxelHash::Init(CVoxelHash *this,CVoxelTree *param_1,Vector *param_2,Vector *param_3,int param_4)
{
void *pvVar1;
int iVar2;
void *pvVar3;
CVoxelHash *pCVar4;
int iVar5;
*(int *)(this + 0x104c) = param_4;
*(CVoxelTree **)(this + 0x1048) = param_1;
iVar2 = 0x80 >> ((byte)param_4 * '\x02' & 0x1f);
if (iVar2 < 1) {
iVar2 = 1;
}
iVar5 = 0;
*(undefined4 *)this = 0xc6800000;
*(undefined4 *)(this + 4) = 0xc6800000;
*(undefined4 *)(this + 8) = 0xc6800000;
*(int *)(this + 0x1010) = iVar2;
*(int *)(this + 0x1014) = iVar2;
*(int *)(this + 0x1018) = iVar2;
pCVar4 = this + 0xc;
do {
pvVar3 = *(void **)pCVar4;
if (*(void **)pCVar4 != (void *)0x0) {
do {
pvVar1 = *(void **)((int)pvVar3 + 0xc);
operator_delete(pvVar3);
pvVar3 = pvVar1;
} while (pvVar1 != *(void **)pCVar4);
}
iVar5 = iVar5 + 1;
*(int *)pCVar4 = 0;
*(int *)(pCVar4 + 4) = 0;
pCVar4 = pCVar4 + 8;
} while (iVar5 != 0x200);
iVar2 = 0x100 >> ((byte)param_4 & 0x1f);
*(undefined4 *)(this + 0x100c) = 0;
if (iVar2 < 0x10) {
iVar2 = 0x10;
}
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));
CUtlLinkedList<unsigned_short,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<unsigned_short,int>>>
::RemoveAll((CUtlLinkedList<unsigned_short,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<unsigned_short,int>>>
*)(this + 0x101c));
CUtlFixedMemory<UtlLinkedListElem_t<unsigned_short,int>>::Purge();
*(int *)(this + 0x1024) = iVar2;
*(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.