CBlackBox::Flush
0x00113a10 · 129 bytes · __thiscall
_ZN9CBlackBox5FlushEi
Decompiled
undefined (2 params)
/* CBlackBox::Flush(int) */
void __thiscall CBlackBox::Flush(CBlackBox *this,int param_1)
{
void *pvVar1;
int iVar2;
if ((uint)param_1 < 3) {
iVar2 = 0;
if (0 < *(int *)(this + param_1 * 0x14 + 0x10)) {
do {
pvVar1 = *(void **)(*(int *)(this + param_1 * 0x14 + 4) + iVar2 * 4);
if (pvVar1 != (void *)0x0) {
if (*(void **)((int)pvVar1 + 8) != (void *)0x0) {
operator_delete(*(void **)((int)pvVar1 + 8));
}
operator_delete(pvVar1);
}
iVar2 = iVar2 + 1;
} while (iVar2 < *(int *)(this + param_1 * 0x14 + 0x10));
}
*(undefined4 *)(this + param_1 * 0x14 + 0x10) = 0;
CUtlMemory<CBlackBoxRecord*,int>::Purge
((CUtlMemory<CBlackBoxRecord*,int> *)(this + param_1 * 0x14 + 4));
*(undefined4 *)(this + param_1 * 0x14 + 0x14) = *(undefined4 *)(this + param_1 * 0x14 + 4);
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.