L L4D2node

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 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)