L L4D2node

CVProfile::ExitScope

0x003e3bb0 · 107 bytes · __thiscall

_ZN9CVProfile9ExitScopeEv

Decompiled

undefined (1 param)

/* CVProfile::ExitScope() */

void __thiscall CVProfile::ExitScope(CVProfile *this)

{
  int iVar1;
  char cVar2;
  int iVar3;
  CVProfile *pCVar4;
  
  if ((this[0x1010] == (CVProfile)0x0) || (*(int *)(this + 0x100c) != 0)) {
    iVar1 = *(int *)(this + 0x19b8);
    iVar3 = ThreadGetCurrentId();
    if (iVar1 == iVar3) {
      cVar2 = CVProfNode::ExitScope();
      pCVar4 = *(CVProfile **)(this + 0x1014);
      if (cVar2 != '\0') {
        pCVar4 = *(CVProfile **)(pCVar4 + 100);
        *(CVProfile **)(this + 0x1014) = pCVar4;
      }
      this[0x1010] = (CVProfile)(pCVar4 == this + 0x1018);
      return;
    }
  }
  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)