L L4D2node

__tcf_3

0x009c8640 · 61 bytes · unknown

Decompiled

undefined (0 params)

void __tcf_3(void)

{
  CUtlMemory<char_const*,int> *this;
  CUtlMemory<char_const*,int> *pCVar1;
  
  this = (CUtlMemory<char_const*,int> *)&DAT_01017400;
  do {
    *(undefined4 *)(this + 0xc) = 0;
    CUtlMemory<char_const*,int>::Purge(this);
    pCVar1 = this + -0x14;
    *(undefined4 *)(this + 0x10) = *(undefined4 *)this;
    CUtlMemory<char_const*,int>::Purge(this);
    this = pCVar1;
  } while (pCVar1 != (CUtlMemory<char_const*,int> *)&g_nTerrorPlayers);
  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.



        
        

⚠ This function has no mangled symbol — it may be internal/static. The Linux gamedata field uses @-prefix symbol resolution which requires an exported mangled name. You'll need a Linux byte signature for this one (extract via extract_signature.java).


          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)