L L4D2node

VProfRecord_StartOrStop

0x002321c0 · 141 bytes · unknown

_Z23VProfRecord_StartOrStopv

Decompiled

undefined (0 params)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* VProfRecord_StartOrStop() */

void VProfRecord_StartOrStop(void)

{
  while (0 < (int)g_VProfRecorder._6656_4_) {
    _DAT_0040b028 = _DAT_0040b028 + 1;
    g_VProfRecorder._6656_4_ = g_VProfRecorder._6656_4_ + -1;
    if (_DAT_0040b028 == 1) {
      _DAT_0040b028 = 1;
      CVProfNode::EnterScope();
    }
  }
  while (0 < (int)g_VProfRecorder._6660_4_) {
    g_VProfRecorder._6660_4_ = g_VProfRecorder._6660_4_ + -1;
    _DAT_0040b028 = _DAT_0040b028 + -1;
    if (_DAT_0040b028 == 0) {
      _DAT_0040b028 = 0;
      CVProfNode::ExitScope();
    }
  }
  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)