CCallQueue::~CCallQueue
0x0047b6c0 · 345 bytes · __thiscall
_ZN10CCallQueueD2Ev
Decompiled
undefined (1 param)
/* CCallQueue::~CCallQueue() */
void __thiscall CCallQueue::~CCallQueue(CCallQueue *this)
{
int iVar1;
int *piVar2;
CCallQueue *pCVar3;
int iVar4;
undefined4 *puVar5;
char cVar6;
while( true ) {
while( true ) {
do {
do {
iVar1 = *(int *)(this + 4);
piVar2 = *(int **)this;
pCVar3 = (CCallQueue *)*piVar2;
} while (pCVar3 == (CCallQueue *)0x0);
} while (iVar1 != *(int *)(this + 4));
if (piVar2 == *(int **)(this + 8)) break;
if (this != pCVar3) {
iVar4 = *(int *)(pCVar3 + 4);
cVar6 = ThreadInterlockedAssignIf64(this,pCVar3,iVar1 + 1,piVar2,iVar1);
if (cVar6 != '\0') {
LOCK();
*(int *)(this + 0x10) = *(int *)(this + 0x10) + -1;
UNLOCK();
piVar2[1] = iVar4;
operator_delete(piVar2);
}
}
}
if (this == pCVar3) break;
ThreadInterlockedAssignIf64
(this + 8,pCVar3,*(int *)(this + 0xc) + 1,piVar2,*(int *)(this + 0xc));
}
while( true ) {
puVar5 = *(undefined4 **)(this + 0x18);
if (puVar5 == (undefined4 *)0x0) break;
cVar6 = ThreadInterlockedAssignIf64
(this + 0x18,*puVar5,*(int *)(this + 0x1c) + -1,puVar5,*(int *)(this + 0x1c));
if (cVar6 != '\0') {
operator_delete(puVar5);
}
}
*(undefined4 *)(this + 0xc) = 0;
*(undefined4 *)(this + 4) = 0;
operator_delete(*(void **)this);
do {
if (*(int *)(this + 0x18) == 0) {
return;
}
cVar6 = ThreadInterlockedAssignIf64
(this + 0x18,0,*(uint *)(this + 0x1c) & 0xffff0000,*(int *)(this + 0x18),
*(uint *)(this + 0x1c));
} while (cVar6 == '\0');
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.