L L4D2node

vprof_vtune_group

0x0022ec30 · 121 bytes · __cdecl

_ZL17vprof_vtune_groupRK8CCommand

Decompiled

undefined (1 param)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* vprof_vtune_group(CCommand const&) */

void vprof_vtune_group(CCommand *param_1)

{
  int iVar1;
  
  if (*(int *)param_1 != 2) {
    Warning();
    return;
  }
  iVar1 = _V_stricmp(*(char **)(param_1 + 0x40c),"disable");
  if (iVar1 != 0) {
    ___cxa_finalize = CVProfile::BudgetGroupNameToBudgetGroupID(&g_VProfCurrentProfile);
    g_VProfCurrentProfile = 1;
    return;
  }
  g_VProfCurrentProfile = 0;
  return;
}

SourceMod gamedata

paste into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)