__tcf_0
0x001c1f50 · 396 bytes · unknown
Decompiled
undefined (0 params)
void __tcf_0(void)
{
int iVar1;
undefined4 *puVar2;
undefined8 *puVar3;
undefined4 uVar4;
char cVar5;
undefined8 *puVar6;
undefined8 *puVar7;
puVar6 = &net_time;
do {
puVar7 = puVar6 + -4;
while( true ) {
while( true ) {
do {
do {
iVar1 = *(int *)((int)puVar6 + -0x1c);
puVar2 = *(undefined4 **)puVar7;
puVar3 = (undefined8 *)*puVar2;
} while (puVar3 == (undefined8 *)0x0);
} while (iVar1 != *(int *)((int)puVar6 + -0x1c));
if (puVar2 == *(undefined4 **)(puVar6 + -3)) break;
if (puVar7 != puVar3) {
uVar4 = *(undefined4 *)((int)puVar3 + 4);
cVar5 = ThreadInterlockedAssignIf64(puVar7,puVar3,iVar1 + 1,puVar2,iVar1);
if (cVar5 != '\0') {
LOCK();
*(int *)(puVar6 + -2) = *(int *)(puVar6 + -2) + -1;
UNLOCK();
puVar2[1] = uVar4;
operator_delete(puVar2);
}
}
}
if (puVar7 == puVar3) break;
ThreadInterlockedAssignIf64
(puVar6 + -3,puVar3,*(int *)((int)puVar6 + -0x14) + 1,puVar2,
*(int *)((int)puVar6 + -0x14));
}
while( true ) {
puVar2 = *(undefined4 **)(puVar6 + -1);
if (puVar2 == (undefined4 *)0x0) break;
cVar5 = ThreadInterlockedAssignIf64
(puVar6 + -1,*puVar2,*(int *)((int)puVar6 + -4) + -1,puVar2,
*(int *)((int)puVar6 + -4));
if (cVar5 != '\0') {
operator_delete(puVar2);
}
}
*(undefined4 *)((int)puVar6 + -0x14) = 0;
*(undefined4 *)((int)puVar6 + -0x1c) = 0;
operator_delete(*(void **)puVar7);
do {
if (*(int *)(puVar6 + -1) == 0) break;
cVar5 = ThreadInterlockedAssignIf64
(puVar6 + -1,0,*(uint *)((int)puVar6 + -4) & 0xffff0000,
*(int *)(puVar6 + -1),*(uint *)((int)puVar6 + -4));
} while (cVar5 == '\0');
puVar6 = puVar7;
if (puVar7 == (undefined8 *)&s_LoopBacks) {
return;
}
} while( true );
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
⚠ This function has no mangled symbol — it may be internal/static. The
Linux gamedata field uses @-prefix symbol resolution which
requires an exported mangled name. You'll need a Linux byte signature
for this one (extract via extract_signature.java).
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.