L L4D2node

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 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)