CThreadSafeMultiMemoryPool::Count
0x00074fd0 · 69 bytes · __thiscall
_ZN26CThreadSafeMultiMemoryPool5CountEv
Decompiled
undefined (1 param)
/* CThreadSafeMultiMemoryPool::Count() */
int __thiscall CThreadSafeMultiMemoryPool::Count(CThreadSafeMultiMemoryPool *this)
{
int iVar1;
int iVar2;
int iVar3;
if (*(int *)(this + 0xc) < 1) {
iVar3 = 0;
}
else {
iVar2 = 0;
iVar3 = 0;
do {
iVar1 = iVar2 * 8;
iVar2 = iVar2 + 1;
iVar1 = CThreadSafeMemoryPool::Count(*(CThreadSafeMemoryPool **)(*(int *)this + iVar1));
iVar3 = iVar3 + iVar1;
} while (iVar2 < *(int *)(this + 0xc));
}
return iVar3;
}
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.