L L4D2node

vprof_playback_stop

0x00231ed0 · 138 bytes · __cdecl

_ZL19vprof_playback_stopRK8CCommand

Decompiled

undefined (1 param)

/* vprof_playback_stop(CCommand const&) */

void vprof_playback_stop(CCommand *param_1)

{
  Warning("Stopping vprof playback...\n");
  if ((g_VProfRecorder._6624_4_ - 1 < 2) && (g_VProfRecorder._6628_4_ != 0)) {
    if (g_VProfRecorder._6624_4_ == 1) {
      g_VProfRecorder._6660_4_ = g_VProfRecorder._6660_4_ + 1;
    }
    (**(code **)(*(int *)(g_pFileSystem + 4) + 0xc))(g_pFileSystem + 4,g_VProfRecorder._6628_4_);
  }
  g_VProfRecorder._6624_4_ = 0;
  g_VProfRecorder._6628_4_ = 0;
  g_pVProfileForDisplay = &g_VProfCurrentProfile;
  g_VProfRecorder._6636_4_ = 0xffffffff;
  g_VProfRecorder[0x19fc] = 1;
  CVProfile::Term();
  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)