L L4D2node

CVEngineServer::CleanUpEntityClusterList

0x0022a080 · 55 bytes · __thiscall

_ZN14CVEngineServer24CleanUpEntityClusterListEP9PVSInfo_t

Decompiled

undefined (2 params)

/* CVEngineServer::CleanUpEntityClusterList(PVSInfo_t*) */

void __thiscall CVEngineServer::CleanUpEntityClusterList(CVEngineServer *this,PVSInfo_t *param_1)

{
  if (4 < *(short *)(param_1 + 2)) {
    CUtlMemoryPool::Free((CUtlMemoryPool *)s_PVSInfoAllocator,*(void **)(param_1 + 4));
    *(undefined4 *)(param_1 + 4) = 0;
    *(undefined2 *)(param_1 + 2) = 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)