CBaseServer::Clear
0x00108010 · 511 bytes · __thiscall
_ZN11CBaseServer5ClearEv
Decompiled
undefined (1 param)
/* CBaseServer::Clear() */
void __thiscall CBaseServer::Clear(CBaseServer *this)
{
int *piVar1;
char cVar2;
void *pvVar3;
int iVar4;
piVar1 = *(int **)(this + 0xbc);
if (piVar1 != (int *)0x0) {
(**(code **)(*piVar1 + 0xc))(piVar1);
*(undefined4 *)(this + 0xbc) = 0;
}
*(undefined4 *)(this + 0xc0) = 0;
*(undefined4 *)(this + 0xc4) = 0;
*(undefined4 *)(this + 200) = 0;
*(undefined4 *)(this + 0xcc) = 0;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 0xc) = 0;
_V_memset(this + 0x10,0,0x40);
_V_memset(this + 0x50,0,0x40);
*(undefined4 *)(this + 0xb4) = 0;
*(undefined4 *)(this + 0xb0) = 0;
*(undefined4 *)(this + 0xb8) = 0;
cVar2 = (**(code **)(*(int *)this + 0x68))(this);
if (cVar2 == '\0') {
cVar2 = (**(code **)(*(int *)this + 0x60))(this);
if (cVar2 != '\0') goto LAB_001080d1;
iVar4 = *(int *)(this + 0xf0);
if ((iVar4 < 0x4000) && (-1 < *(int *)(this + 0xf4))) {
*(undefined4 *)(this + 0xf0) = 0x4000;
if (*(void **)(this + 0xec) == (void *)0x0) {
pvVar3 = malloc(0x4000);
iVar4 = 0x4000;
*(void **)(this + 0xec) = pvVar3;
}
else {
pvVar3 = realloc(*(void **)(this + 0xec),0x4000);
iVar4 = *(int *)(this + 0xf0);
*(void **)(this + 0xec) = pvVar3;
}
goto LAB_00108126;
}
}
else {
LAB_001080d1:
iVar4 = *(int *)(this + 0xf0);
if ((iVar4 < 0x37aa0) && (-1 < *(int *)(this + 0xf4))) {
*(undefined4 *)(this + 0xf0) = 0x37aa0;
if (*(void **)(this + 0xec) == (void *)0x0) {
pvVar3 = malloc(0x37aa0);
iVar4 = 0x37aa0;
*(void **)(this + 0xec) = pvVar3;
}
else {
pvVar3 = realloc(*(void **)(this + 0xec),0x37aa0);
iVar4 = *(int *)(this + 0xf0);
*(void **)(this + 0xec) = pvVar3;
}
goto LAB_00108126;
}
}
pvVar3 = *(void **)(this + 0xec);
LAB_00108126:
bf_write::StartWriting((bf_write *)(this + 0xd4),pvVar3,iVar4,0,-1);
bf_write::SetDebugName((bf_write *)(this + 0xd4),"m_Signon");
*(undefined4 *)(this + 0xf8) = 0;
*(undefined4 *)(this + 0xfc) = 0;
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.