L L4D2node

DTI_Term

0x0014af90 · 211 bytes · unknown

_Z8DTI_Termv

Decompiled

undefined (0 params)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* DTI_Term() */

void DTI_Term(void)

{
  CUtlVector<CDTIProp,CUtlMemory<CDTIProp,int>> *this;
  undefined4 *puVar1;
  CUtlMemory<unsigned_char,int> *this_00;
  int iVar2;
  
  if (g_bDTIEnabled == '\0') {
    return;
  }
  DTI_Flush();
  iVar2 = DAT_0039f48c;
  while (iVar2 != -1) {
    while( true ) {
      puVar1 = (undefined4 *)(g_DTIRecvTables + iVar2 * 0xc);
      this_00 = (CUtlMemory<unsigned_char,int> *)*puVar1;
      iVar2 = puVar1[2];
      if (this_00 == (CUtlMemory<unsigned_char,int> *)0x0) break;
      this = (CUtlVector<CDTIProp,CUtlMemory<CDTIProp,int>> *)(this_00 + 0x10);
      CUtlVector<CDTIProp,CUtlMemory<CDTIProp,int>>::RemoveAll(this);
      CUtlMemory<CDTIProp,int>::Purge((CUtlMemory<CDTIProp,int> *)this);
      *(undefined4 *)(this_00 + 0x20) = *(undefined4 *)(this_00 + 0x10);
      CUtlMemory<CDTIProp,int>::Purge((CUtlMemory<CDTIProp,int> *)this);
      CUtlMemory<unsigned_char,int>::Purge(this_00);
      operator_delete(this_00);
      if (iVar2 == -1) goto LAB_0014b003;
    }
  }
LAB_0014b003:
  CUtlLinkedList<CDTIRecvTable*,int,false,int,CUtlMemory<UtlLinkedListElem_t<CDTIRecvTable*,int>,int>>
  ::RemoveAll((CUtlLinkedList<CDTIRecvTable*,int,false,int,CUtlMemory<UtlLinkedListElem_t<CDTIRecvTable*,int>,int>>
               *)&g_DTIRecvTables);
  CUtlMemory<UtlLinkedListElem_t<CDTIRecvTable*,int>,int>::Purge
            ((CUtlMemory<UtlLinkedListElem_t<CDTIRecvTable*,int>,int> *)&g_DTIRecvTables);
  _DAT_0039f494 = 0xffffffff;
  _DAT_0039f49c = 0;
  _DAT_0039f4a0 = 0xffffffff;
  _DAT_0039f4a4 = g_DTIRecvTables;
  operator_delete(g_pDTIFilename);
  g_bDTIEnabled = 0;
  g_pDTIFilename = (void *)0x0;
  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)