NET_ClearLoopbackBuffers
0x001c4960 · 344 bytes · unknown
_Z24NET_ClearLoopbackBuffersv
Decompiled
undefined (0 params)
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* NET_ClearLoopbackBuffers() */
void NET_ClearLoopbackBuffers(void)
{
int iVar1;
undefined4 *puVar2;
undefined8 *puVar3;
undefined4 *puVar4;
undefined4 uVar5;
char cVar6;
undefined8 *puVar7;
puVar7 = (undefined8 *)&s_LoopBacks;
do {
while( true ) {
while( true ) {
do {
do {
iVar1 = *(int *)((int)puVar7 + 4);
puVar2 = *(undefined4 **)puVar7;
puVar3 = (undefined8 *)*puVar2;
} while (puVar3 == (undefined8 *)0x0);
} while (iVar1 != *(int *)((int)puVar7 + 4));
if (puVar2 == *(undefined4 **)(puVar7 + 1)) break;
if (puVar3 != puVar7) {
puVar4 = *(undefined4 **)((int)puVar3 + 4);
cVar6 = ThreadInterlockedAssignIf64(puVar7,puVar3,iVar1 + 1,puVar2,iVar1);
if (cVar6 != '\0') {
LOCK();
*(int *)(puVar7 + 2) = *(int *)(puVar7 + 2) + -1;
UNLOCK();
puVar2[1] = puVar4;
do {
iVar1 = *(int *)((int)puVar7 + 0x1c);
uVar5 = *(undefined4 *)(puVar7 + 3);
*puVar2 = uVar5;
cVar6 = ThreadInterlockedAssignIf64(puVar7 + 3,puVar2,iVar1 + 0x10001,uVar5,iVar1);
} while (cVar6 == '\0');
puVar2 = (undefined4 *)*puVar4;
if ((puVar2 != (void *)0x0) && (puVar2 != puVar4 + 2)) {
operator_delete__(puVar2);
}
CUtlMemoryPool::Free((CUtlMemoryPool *)loopback_t::s_Allocator,puVar4);
}
}
}
if (puVar3 == puVar7) break;
ThreadInterlockedAssignIf64
(puVar7 + 1,puVar3,*(int *)((int)puVar7 + 0xc) + 1,puVar2,
*(int *)((int)puVar7 + 0xc));
}
puVar7 = puVar7 + 4;
} while (puVar7 != &net_time);
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.