CVProfile::ExitScope
0x000ba030 · 107 bytes · __thiscall
_ZN9CVProfile9ExitScopeEv
Decompiled
undefined (1 param)
/* CVProfile::ExitScope() */
void __thiscall CVProfile::ExitScope(CVProfile *this)
{
int iVar1;
char cVar2;
int iVar3;
CVProfile *pCVar4;
if ((this[0x1010] == (CVProfile)0x0) || (*(int *)(this + 0x100c) != 0)) {
iVar1 = *(int *)(this + 0x19b8);
iVar3 = ThreadGetCurrentId();
if (iVar1 == iVar3) {
cVar2 = CVProfNode::ExitScope();
pCVar4 = *(CVProfile **)(this + 0x1014);
if (cVar2 != '\0') {
pCVar4 = *(CVProfile **)(pCVar4 + 100);
*(CVProfile **)(this + 0x1014) = pCVar4;
}
this[0x1010] = (CVProfile)(pCVar4 == this + 0x1018);
return;
}
}
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.