L L4D2node

CUtlHashFast<int,CUtlHashFastNoHash>::CUtlHashFast

0x001e3eb0 · 154 bytes · __thiscall

_ZN12CUtlHashFastIi18CUtlHashFastNoHashEC1Ev

Decompiled

undefined (1 param)

/* CUtlHashFast<int, CUtlHashFastNoHash>::CUtlHashFast() */

void __thiscall
CUtlHashFast<int,CUtlHashFastNoHash>::CUtlHashFast(CUtlHashFast<int,CUtlHashFastNoHash> *this)

{
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0x14) = 0;
  *(undefined4 *)(this + 0x18) = 0;
  *(undefined4 *)(this + 0x1c) = 0;
  *(undefined4 *)(this + 0x20) = 0;
  *(undefined4 *)(this + 0x38) = 0;
  *(undefined4 *)(this + 0x3c) = 0xffffffff;
  *(undefined4 *)(this + 0x24) = 0;
  *(undefined4 *)(this + 0x28) = 0;
  *(undefined4 *)(this + 0x2c) = 0;
  *(undefined4 *)(this + 0x30) = 0;
  *(undefined4 *)(this + 0x34) = 0;
  *(undefined4 *)(this + 0x40) = 0;
  CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this + 4));
  *(undefined4 *)(this + 0x14) = *(undefined4 *)(this + 4);
  CUtlLinkedList<CUtlHashFast<int,CUtlHashFastNoHash>::HashFastData_t_<int>,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<CUtlHashFast<int,CUtlHashFastNoHash>::HashFastData_t_<int>,int>>>
  ::Purge((CUtlLinkedList<CUtlHashFast<int,CUtlHashFastNoHash>::HashFastData_t_<int>,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<CUtlHashFast<int,CUtlHashFastNoHash>::HashFastData_t_<int>,int>>>
           *)(this + 0x18));
  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)