L L4D2node

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 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)