CQueuedPacketSender::Shutdown
0x001caab0 · 242 bytes · __thiscall
_ZN19CQueuedPacketSender8ShutdownEv
Decompiled
undefined (1 param)
/* CQueuedPacketSender::Shutdown() */
void __thiscall CQueuedPacketSender::Shutdown(CQueuedPacketSender *this)
{
int iVar1;
void *pvVar2;
char cVar3;
cVar3 = CThread::IsAlive();
if (cVar3 == '\0') {
return;
}
this[0x144] = (CQueuedPacketSender)0x1;
CThreadEvent::Set();
CThread::Join((uint)this);
iVar1 = *(int *)(this + 0xc0);
while (0 < iVar1) {
pvVar2 = (void *)**(undefined4 **)(this + 0xb4);
if (pvVar2 != (void *)0x0) {
*(undefined4 *)((int)pvVar2 + 0x2c) = 0;
CUtlMemory<char,int>::Purge((CUtlMemory<char,int> *)((int)pvVar2 + 0x20));
*(undefined4 *)((int)pvVar2 + 0x30) = *(undefined4 *)((int)pvVar2 + 0x20);
CUtlMemory<char,int>::Purge((CUtlMemory<char,int> *)((int)pvVar2 + 0x20));
*(undefined4 *)((int)pvVar2 + 0x18) = 0;
CUtlMemory<char,int>::Purge((CUtlMemory<char,int> *)((int)pvVar2 + 0xc));
*(undefined4 *)((int)pvVar2 + 0x1c) = *(undefined4 *)((int)pvVar2 + 0xc);
CUtlMemory<char,int>::Purge((CUtlMemory<char,int> *)((int)pvVar2 + 0xc));
operator_delete(pvVar2);
}
CUtlPriorityQueue<CQueuedPacketSender::CQueuedPacket*,CDefUtlPriorityQueueLessFunc<CQueuedPacketSender::CQueuedPacket*>,CUtlMemory<CQueuedPacketSender::CQueuedPacket*,int>>
::RemoveAtHead((CUtlPriorityQueue<CQueuedPacketSender::CQueuedPacket*,CDefUtlPriorityQueueLessFunc<CQueuedPacketSender::CQueuedPacket*>,CUtlMemory<CQueuedPacketSender::CQueuedPacket*,int>>
*)(this + 0xb4));
iVar1 = *(int *)(this + 0xc0);
}
*(undefined4 *)(this + 0xc0) = 0;
CUtlMemory<CQueuedPacketSender::CQueuedPacket*,int>::Purge
((CUtlMemory<CQueuedPacketSender::CQueuedPacket*,int> *)(this + 0xb4));
*(undefined4 *)(this + 0xc4) = *(undefined4 *)(this + 0xb4);
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.