L L4D2node

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 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)