L L4D2node

threadpool_cycle_reserve

0x00175bc0 · 81 bytes · __cdecl

_ZL24threadpool_cycle_reserveRK8CCommand

Decompiled

undefined (1 param)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* threadpool_cycle_reserve(CCommand const&) */

void threadpool_cycle_reserve(CCommand *param_1)

{
  int iVar1;
  int iVar2;
  
  iVar2 = (**(code **)(*_g_pThreadPool + 0x1c))(_g_pThreadPool);
  iVar2 = iVar2 + 1;
  iVar1 = (iVar2 / (iVar2 - g_NumReservedThreads)) * 2;
  if (iVar1 <= iVar2) {
    ReserveThreads(iVar2 - iVar2 / iVar1);
    return;
  }
  ReserveThreads(0);
  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)