CFrameSnapshot::ReleaseReference
0x001f21f0 · 127 bytes · __thiscall
_ZN14CFrameSnapshot16ReleaseReferenceEv
Decompiled
undefined (1 param)
/* CFrameSnapshot::ReleaseReference() */
uint __thiscall CFrameSnapshot::ReleaseReference(CFrameSnapshot *this)
{
uint *puVar1;
CFrameSnapshot *pCVar2;
uint uVar3;
undefined *puVar4;
uint uVar5;
puVar4 = framesnapshotmanager;
uVar5 = ThreadGetCurrentId();
puVar1 = (uint *)(puVar4 + 4);
if (uVar5 != *(uint *)(puVar4 + 4)) {
LOCK();
uVar3 = *puVar1;
if (uVar3 == 0) {
*puVar1 = uVar5;
}
UNLOCK();
if (uVar3 != 0) {
CThreadFastMutex::Lock((uint)puVar1,uVar5);
goto LAB_001f2224;
}
}
*(int *)(puVar4 + 8) = *(int *)(puVar4 + 8) + 1;
LAB_001f2224:
LOCK();
pCVar2 = this + 0x38;
*(int *)pCVar2 = *(int *)pCVar2 + -1;
UNLOCK();
if (*(int *)pCVar2 == 0) {
/* try { // try from 001f226b to 001f226f has its CatchHandler @ 001f2272 */
CFrameSnapshotManager::DeleteFrameSnapshot
((CFrameSnapshotManager *)&g_FrameSnapshotManager,this);
}
*(int *)(puVar4 + 8) = *(int *)(puVar4 + 8) + -1;
uVar5 = *(uint *)(puVar4 + 8);
if (uVar5 == 0) {
LOCK();
uVar5 = *puVar1;
*puVar1 = 0;
UNLOCK();
}
return uVar5;
}
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.