L L4D2node

CVoxelTree::Shutdown

0x001de1a0 · 75 bytes · __thiscall

_ZN10CVoxelTree8ShutdownEv

Decompiled

undefined (1 param)

/* CVoxelTree::Shutdown() */

void __thiscall CVoxelTree::Shutdown(CVoxelTree *this)

{
  CVoxelHash *this_00;
  int iVar1;
  int iVar2;
  
  iVar1 = 0;
  CUtlLinkedList<LeafListData_t,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<LeafListData_t,int>>>
  ::Purge((CUtlLinkedList<LeafListData_t,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<LeafListData_t,int>>>
           *)(this + 0xc));
  if (0 < *(int *)(this + 4)) {
    iVar2 = 0;
    do {
      iVar1 = iVar1 + 1;
      this_00 = (CVoxelHash *)(*(int *)(this + 8) + iVar2);
      iVar2 = iVar2 + 0x1050;
      CVoxelHash::Shutdown(this_00);
    } while (iVar1 < *(int *)(this + 4));
  }
  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)