L L4D2node

CDirtySpatialPartitionEntityList::Init

0x00428cc0 · 36 bytes · __thiscall

_ZN32CDirtySpatialPartitionEntityList4InitEv

Decompiled

undefined (1 param)

/* CDirtySpatialPartitionEntityList::Init() */

undefined4 __thiscall CDirtySpatialPartitionEntityList::Init(CDirtySpatialPartitionEntityList *this)

{
  (**(code **)(*partition + 0x30))(partition,this + 0xc);
  return 1;
}

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)