CThreadSafeMemoryPool::ClearNoLock
0x0008bad0 · 129 bytes · __thiscall
_ZN21CThreadSafeMemoryPool11ClearNoLockEv
Decompiled
undefined (1 param)
/* CThreadSafeMemoryPool::ClearNoLock() */
undefined4 __thiscall CThreadSafeMemoryPool::ClearNoLock(CThreadSafeMemoryPool *this)
{
int iVar1;
int *piVar2;
char cVar3;
int iVar4;
iVar4 = 0;
if (0 < *(int *)(this + 0x34)) {
do {
iVar1 = iVar4 * 8;
iVar4 = iVar4 + 1;
free(*(void **)(*(int *)(this + 0x28) + iVar1));
} while (iVar4 < *(int *)(this + 0x34));
}
piVar2 = *(int **)(this + 0x3c);
do {
if (*piVar2 == 0) break;
cVar3 = ThreadInterlockedAssignIf64(piVar2,0,piVar2[1] & 0xffff0000,*piVar2,piVar2[1]);
} while (cVar3 == '\0');
*(undefined4 *)(this + 0x10) = 0;
LOCK();
*(undefined4 *)(this + 0xc) = 0;
UNLOCK();
*(undefined4 *)(this + 0x34) = 0;
return *(undefined4 *)(this + 0xc);
}
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.