CServerDTITimer::~CServerDTITimer
0x001569f0 · 67 bytes · __thiscall
_ZN15CServerDTITimerD2Ev
Decompiled
undefined (1 param)
/* CServerDTITimer::~CServerDTITimer() */
void __thiscall CServerDTITimer::~CServerDTITimer(CServerDTITimer *this)
{
uint uVar1;
undefined8 uVar2;
if ((g_bServerDTIEnabled != '\0') && (*(int *)this != 0)) {
uVar2 = rdtsc();
uVar1 = *(uint *)(this + 8);
*(uint *)(this + 8) = (uint)uVar2 - *(uint *)(this + 8);
*(uint *)(this + 0xc) =
((int)((ulonglong)uVar2 >> 0x20) - *(int *)(this + 0xc)) - (uint)((uint)uVar2 < uVar1);
_ServerDTI_HookTimer(*(int *)this,*(undefined4 *)(this + 4),this + 8);
}
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.