L L4D2node

CBaseClientState::CAsyncOperation_ReserveServer::Release

0x001068b0 · 62 bytes · __thiscall

_ZN16CBaseClientState29CAsyncOperation_ReserveServer7ReleaseEv

Decompiled

undefined (1 param)

/* CBaseClientState::CAsyncOperation_ReserveServer::Release() */

void __thiscall
CBaseClientState::CAsyncOperation_ReserveServer::Release(CAsyncOperation_ReserveServer *this)

{
  int iVar1;
  
  iVar1 = *(int *)(this + 0x14);
  if ((iVar1 != 0) && (*(CAsyncOperation_ReserveServer **)(iVar1 + 0x154) == this)) {
    *(undefined4 *)(iVar1 + 0x154) = 0;
    *(undefined4 *)(*(int *)(this + 0x14) + 0x158) = 0;
    operator_delete(this);
    return;
  }
  operator_delete(this);
  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)