CNavNode::CleanupGeneration
0x007474b0 · 194 bytes · __cdecl
_ZN8CNavNode17CleanupGenerationEv
Decompiled
undefined (0 params)
/* CNavNode::CleanupGeneration() */
void CNavNode::CleanupGeneration(void)
{
int iVar1;
void *pvVar2;
void *pvVar3;
CUtlVector<CUtlVector<CNavNode*,CUtlMemory<CNavNode*,int>>,CUtlMemory<CUtlVector<CNavNode*,CUtlMemory<CNavNode*,int>>,int>>
*this;
int iVar4;
CUtlMemory<CNavNode*,int> *this_00;
int iVar5;
this = g_pNavNodeHash;
if (g_pNavNodeHash !=
(CUtlVector<CUtlVector<CNavNode*,CUtlMemory<CNavNode*,int>>,CUtlMemory<CUtlVector<CNavNode*,CUtlMemory<CNavNode*,int>>,int>>
*)0x0) {
iVar1 = *(int *)(g_pNavNodeHash + 0xc);
iVar4 = 0;
iVar5 = 0;
if (0 < iVar1) {
do {
iVar5 = iVar5 + 1;
this_00 = (CUtlMemory<CNavNode*,int> *)(iVar4 + *(int *)this);
*(undefined4 *)(this_00 + 0xc) = 0;
CUtlMemory<CNavNode*,int>::Purge(this_00);
iVar4 = iVar4 + 0x14;
*(undefined4 *)(this_00 + 0x10) = *(undefined4 *)this_00;
} while (iVar5 != iVar1);
}
CUtlVector<CUtlVector<CNavNode*,CUtlMemory<CNavNode*,int>>,CUtlMemory<CUtlVector<CNavNode*,CUtlMemory<CNavNode*,int>>,int>>
::RemoveAll(this);
CUtlMemory<CUtlVector<CNavNode*,CUtlMemory<CNavNode*,int>>,int>::Purge
((CUtlMemory<CUtlVector<CNavNode*,CUtlMemory<CNavNode*,int>>,int> *)this);
*(undefined4 *)(this + 0x10) = *(undefined4 *)this;
CUtlMemory<CUtlVector<CNavNode*,CUtlMemory<CNavNode*,int>>,int>::Purge
((CUtlMemory<CUtlVector<CNavNode*,CUtlMemory<CNavNode*,int>>,int> *)this);
operator_delete(this);
}
g_pNavNodeHash =
(CUtlVector<CUtlVector<CNavNode*,CUtlMemory<CNavNode*,int>>,CUtlMemory<CUtlVector<CNavNode*,CUtlMemory<CNavNode*,int>>,int>>
*)0x0;
pvVar3 = m_list;
while (pvVar3 != (void *)0x0) {
pvVar2 = *(void **)((int)pvVar3 + 0x60);
operator_delete(pvVar3);
pvVar3 = pvVar2;
}
m_list = (void *)0x0;
m_listLength = 0;
m_nextID = 1;
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.