L L4D2node

CBreakableSurface::BreakAllPanes

0x006b8870 · 107 bytes · __thiscall

_ZN17CBreakableSurface13BreakAllPanesEv

Decompiled

undefined (1 param)

/* CBreakableSurface::BreakAllPanes() */

void __thiscall CBreakableSurface::BreakAllPanes(CBreakableSurface *this)

{
  int iVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  
  iVar2 = *(int *)(this + 0x4fc);
  iVar1 = *(int *)(this + 0x500);
  if (0 < iVar2) {
    iVar4 = 0;
    do {
      if (0 < iVar1) {
        iVar2 = 0;
        do {
          iVar3 = iVar2 + 1;
          BreakPane(this,iVar4,iVar2);
          iVar1 = *(int *)(this + 0x500);
          iVar2 = iVar3;
        } while (iVar3 < iVar1);
        iVar2 = *(int *)(this + 0x4fc);
      }
      iVar4 = iVar4 + 1;
    } while (iVar4 < iVar2);
  }
  *(int *)(this + 0x52c) = iVar1 * iVar2;
  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)