CCombatCharVisCache::LevelShutdownPreEntity
0x003ff910 · 56 bytes · __thiscall
_ZN19CCombatCharVisCache22LevelShutdownPreEntityEv
Decompiled
undefined (1 param)
/* CCombatCharVisCache::LevelShutdownPreEntity() */
void __thiscall CCombatCharVisCache::LevelShutdownPreEntity(CCombatCharVisCache *this)
{
CUtlRBTree<CCombatCharVisCache::VisCacheEntry_t,unsigned_short,CCombatCharVisCache::CVisCacheEntryLess,CUtlMemory<UtlRBTreeNode_t<CCombatCharVisCache::VisCacheEntry_t,unsigned_short>,unsigned_short>>
::RemoveAll((CUtlRBTree<CCombatCharVisCache::VisCacheEntry_t,unsigned_short,CCombatCharVisCache::CVisCacheEntryLess,CUtlMemory<UtlRBTreeNode_t<CCombatCharVisCache::VisCacheEntry_t,unsigned_short>,unsigned_short>>
*)(this + 0xc));
*(undefined2 *)(this + 0x20) = 0xffff;
CUtlMemory<UtlRBTreeNode_t<CCombatCharVisCache::VisCacheEntry_t,unsigned_short>,unsigned_short>::
Purge((CUtlMemory<UtlRBTreeNode_t<CCombatCharVisCache::VisCacheEntry_t,unsigned_short>,unsigned_short>
*)(this + 0x10));
*(undefined2 *)(this + 0x22) = 0xffff;
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.