L L4D2node

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 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)