L L4D2node

CThreadSafeMemoryPool::Clear

0x0008bb60 · 133 bytes · __thiscall

_ZN21CThreadSafeMemoryPool5ClearEv

Decompiled

undefined (1 param)

/* CThreadSafeMemoryPool::Clear() */

void __thiscall CThreadSafeMemoryPool::Clear(CThreadSafeMemoryPool *this)

{
  char cVar1;
  int iVar2;
  
  iVar2 = ThreadGetCurrentId();
  LOCK();
  *(int *)(this + 0x20) = *(int *)(this + 0x20) + 1;
  UNLOCK();
  if ((0 < *(int *)(this + 0x1c)) ||
     (((*(int *)(this + 0x18) != 0 && (iVar2 != *(int *)(this + 0x18))) ||
      (cVar1 = ThreadInterlockedAssignIf64(this + 0x18,iVar2,0,0,0), cVar1 == '\0')))) {
    CThreadSpinRWLock::SpinLockForWrite((uint)(this + 0x18));
  }
                    /* try { // try from 0008bb93 to 0008bb97 has its CatchHandler @ 0008bbf2 */
  ClearNoLock(this);
  CThreadSpinRWLock::UnlockWrite();
  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)