ServerDTI_Term
0x0014c1d0 · 197 bytes · unknown
_Z14ServerDTI_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 */
/* ServerDTI_Term() */
void ServerDTI_Term(void)
{
undefined4 *puVar1;
ushort uVar2;
undefined4 *puVar3;
uint uVar4;
if (g_pServerDTIFilename != 0) {
ServerDTI_Flush();
uVar4 = (uint)DAT_0039f508;
while ((short)uVar4 != -1) {
while( true ) {
puVar1 = (undefined4 *)(g_DTISendTables + uVar4 * 8);
puVar3 = (undefined4 *)*puVar1;
uVar2 = *(ushort *)((int)puVar1 + 6);
uVar4 = (uint)uVar2;
if (puVar3 == (undefined4 *)0x0) break;
if (-1 < (int)puVar3[2]) {
if ((void *)*puVar3 != (void *)0x0) {
free((void *)*puVar3);
*puVar3 = 0;
}
puVar3[1] = 0;
}
operator_delete(puVar3);
if (uVar2 == 0xffff) goto LAB_0014c239;
}
}
LAB_0014c239:
CUtlLinkedList<CDTISendTable*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CDTISendTable*,unsigned_short>,unsigned_short>>
::RemoveAll((CUtlLinkedList<CDTISendTable*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CDTISendTable*,unsigned_short>,unsigned_short>>
*)&g_DTISendTables);
CUtlMemory<UtlLinkedListElem_t<CDTISendTable*,unsigned_short>,unsigned_short>::Purge
((CUtlMemory<UtlLinkedListElem_t<CDTISendTable*,unsigned_short>,unsigned_short> *)
&g_DTISendTables);
DAT_0039f512 = 0xffff;
DAT_0039f50c = 0xffff;
_DAT_0039f510 = 0;
_DAT_0039f514 = g_DTISendTables;
g_pServerDTIFilename = 0;
g_bServerDTIEnabled = 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.