CDirtySpatialPartitionEntityList::LevelShutdownPostEntity
0x00429180 · 154 bytes · __thiscall
_ZN32CDirtySpatialPartitionEntityList23LevelShutdownPostEntityEv
Decompiled
undefined (1 param)
/* CDirtySpatialPartitionEntityList::LevelShutdownPostEntity() */
void __thiscall
CDirtySpatialPartitionEntityList::LevelShutdownPostEntity(CDirtySpatialPartitionEntityList *this)
{
int *piVar1;
int iVar2;
int iVar3;
char cVar4;
int *piVar5;
do {
piVar5 = *(int **)(this + 0x10);
if (piVar5 == (int *)0x0) {
return;
}
cVar4 = ThreadInterlockedAssignIf64
(this + 0x10,0,*(uint *)(this + 0x14) & 0xffff0000,piVar5,
*(uint *)(this + 0x14));
} while (cVar4 == '\0');
do {
piVar1 = (int *)*piVar5;
do {
iVar2 = *(int *)(this + 0x1c);
iVar3 = *(int *)(this + 0x18);
*piVar5 = iVar3;
cVar4 = ThreadInterlockedAssignIf64(this + 0x18,piVar5,iVar2 + 0x10001,iVar3,iVar2);
} while (cVar4 == '\0');
piVar5 = piVar1;
} while (piVar1 != (int *)0x0);
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.