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 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.