GCSDK::UninitTempTextBuffers
0x0008c6f0 · 109 bytes · __cdecl
_ZN5GCSDK21UninitTempTextBuffersEv
Decompiled
undefined (0 params)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* GCSDK::UninitTempTextBuffers() */
void GCSDK::UninitTempTextBuffers(void)
{
int iVar1;
int iVar2;
iVar2 = 0;
pthread_mutex_lock((pthread_mutex_t *)g_mutexTempTextBuffer);
if (0 < DAT_000d68cc) {
do {
iVar1 = iVar2 * 4;
iVar2 = iVar2 + 1;
free(*(void **)(g_vecTempTextBuffer + iVar1));
} while (iVar2 < DAT_000d68cc);
}
DAT_000d68cc = 0;
CUtlMemory<char*,int>::Purge((CUtlMemory<char*,int> *)&g_vecTempTextBuffer);
_DAT_000d68d0 = g_vecTempTextBuffer;
pthread_mutex_unlock((pthread_mutex_t *)g_mutexTempTextBuffer);
return;
}
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.