CInitTracker::Shutdown
0x0021c060 · 263 bytes · __thiscall
_ZN12CInitTracker8ShutdownEPKci
Decompiled
undefined (3 params)
/* CInitTracker::Shutdown(char const*, int) */
void __thiscall CInitTracker::Shutdown(CInitTracker *this,char *param_1,int param_2)
{
int *piVar1;
CInitTracker *pCVar2;
int iVar3;
int iVar4;
int iVar5;
pCVar2 = this + param_2 * 4;
iVar4 = *(int *)pCVar2;
if (iVar4 == 0) {
Msg();
return;
}
if (0 < iVar4) {
iVar5 = **(int **)(this + param_2 * 0x14 + 0x10);
if (*(int *)(iVar5 + 8) == 0) {
iVar3 = 0;
do {
iVar3 = iVar3 + 1;
if (iVar3 == iVar4) {
if (*(int *)(iVar5 + 8) == 0) goto LAB_0021c0cf;
break;
}
iVar5 = (*(int **)(this + param_2 * 0x14 + 0x10))[iVar3];
} while (*(int *)(iVar5 + 8) == 0);
}
iVar4 = _V_stricmp(*(char **)(iVar5 + 4),param_1);
if ((iVar4 != 0) && (*(char *)(iVar5 + 0x10) == '\0')) {
*(undefined1 *)(iVar5 + 0x10) = 1;
}
iVar4 = *(int *)pCVar2;
LAB_0021c0cf:
if (0 < iVar4) {
iVar4 = 0;
do {
iVar5 = *(int *)(*(int *)(this + param_2 * 0x14 + 0x10) + iVar4 * 4);
iVar3 = _V_stricmp(*(char **)(iVar5 + 4),param_1);
if (iVar3 == 0) {
piVar1 = (int *)(iVar5 + 8);
*piVar1 = *piVar1 + -1;
return;
}
iVar4 = iVar4 + 1;
} while (iVar4 < *(int *)pCVar2);
}
}
Msg();
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.