CDirtySpatialPartitionEntityList::CDirtySpatialPartitionEntityList
0x0042ba60 · 281 bytes · __thiscall
_ZN32CDirtySpatialPartitionEntityListC2EPKc
Decompiled
undefined (2 params)
/* CDirtySpatialPartitionEntityList::CDirtySpatialPartitionEntityList(char const*) */
void __thiscall
CDirtySpatialPartitionEntityList::CDirtySpatialPartitionEntityList
(CDirtySpatialPartitionEntityList *this,char *param_1)
{
int *piVar1;
char cVar2;
int iVar3;
int *piVar4;
CDirtySpatialPartitionEntityList *pCVar5;
byte bVar6;
bVar6 = 0;
CAutoGameSystem::CAutoGameSystem((CAutoGameSystem *)this,param_1);
*(undefined4 *)(this + 0x28) = 0;
*(undefined ***)this = &PTR_Name_00c0c8a8;
*(undefined **)(this + 0xc) = &DAT_00c0c8fc;
*(undefined4 *)(this + 0x10) = 0;
*(undefined4 *)(this + 0x14) = 0;
*(undefined4 *)(this + 0x18) = 0;
*(undefined4 *)(this + 0x1c) = 0;
*(undefined4 *)(this + 0x20) = 0;
*(undefined4 *)(this + 0x24) = 0;
*(undefined4 *)(this + 0x28) = 0;
*(undefined4 *)(this + 0x2c) = 0;
do {
piVar4 = *(int **)(this + 0x10);
if (piVar4 == (int *)0x0) goto LAB_0042bb06;
/* try { // try from 0042baed to 0042bb2e has its CatchHandler @ 0042bb8a */
cVar2 = ThreadInterlockedAssignIf64
(this + 0x10,0,*(uint *)(this + 0x14) & 0xffff0000,piVar4,
*(uint *)(this + 0x14));
} while (cVar2 == '\0');
do {
piVar1 = (int *)*piVar4;
operator_delete(piVar4);
piVar4 = piVar1;
} while (piVar1 != (int *)0x0);
LAB_0042bb06:
do {
piVar4 = *(int **)(this + 0x18);
if (piVar4 == (int *)0x0) goto LAB_0042bb43;
cVar2 = ThreadInterlockedAssignIf64
(this + 0x18,0,*(uint *)(this + 0x1c) & 0xffff0000,piVar4,
*(uint *)(this + 0x1c));
} while (cVar2 == '\0');
do {
piVar1 = (int *)*piVar4;
operator_delete(piVar4);
piVar4 = piVar1;
} while (piVar1 != (int *)0x0);
LAB_0042bb43:
pCVar5 = this + 0x34;
for (iVar3 = 0x20; iVar3 != 0; iVar3 = iVar3 + -1) {
*(undefined4 *)pCVar5 = 0;
pCVar5 = pCVar5 + (uint)bVar6 * -8 + 4;
}
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.