L L4D2node

ScriptCollectGarbage

0x008768a0 · 127 bytes · unknown

_Z20ScriptCollectGarbagev.part.262

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* ScriptCollectGarbage() [clone .part.262] */

void ScriptCollectGarbage(void)

{
  code *pcVar1;
  int in_GS_OFFSET;
  CFmtStrN<256> local_11c [5];
  undefined1 local_117 [263];
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  pcVar1 = *(code **)(*g_pScriptVM + 0xbc);
  ScriptCollectGarbage()::counter = ScriptCollectGarbage()::counter + 1;
  CFmtStrN<256>::CFmtStrN(local_11c,"OrphanedData_%d",ScriptCollectGarbage()::counter);
  (*pcVar1)(g_pScriptVM,local_117,1);
  if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)