CUtlMemory<UtlRBTreeNode_t<CUtlMap<IPhysicsObject*,CPhysCollide_const*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>::Purge
0x00483c00 · 50 bytes · __thiscall
_ZN10CUtlMemoryI15UtlRBTreeNode_tIN7CUtlMapIP14IPhysicsObjectPK12CPhysCollidetE6Node_tEtEtE5PurgeEv
Decompiled
undefined (1 param)
/* CUtlMemory<UtlRBTreeNode_t<CUtlMap<IPhysicsObject*, CPhysCollide const*, unsigned short>::Node_t,
unsigned short>, unsigned short>::Purge() */
void __thiscall
CUtlMemory<UtlRBTreeNode_t<CUtlMap<IPhysicsObject*,CPhysCollide_const*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>
::Purge(CUtlMemory<UtlRBTreeNode_t<CUtlMap<IPhysicsObject*,CPhysCollide_const*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>
*this)
{
if (-1 < *(int *)(this + 8)) {
if (*(void **)this != (void *)0x0) {
free(*(void **)this);
*(undefined4 *)this = 0;
}
*(undefined4 *)(this + 4) = 0;
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.