L L4D2node

__deregister_frame_info_bases

0x00bf90a0 · 237 bytes · unknown

Decompiled

undefined (0 params)

/* WARNING: Function: __x86.get_pc_thunk.bx replaced with injection: get_pc_thunk_bx */

int __deregister_frame_info_bases(int *param_1)

{
  int iVar1;
  undefined4 *puVar2;
  int iVar3;
  
  if ((param_1 == (int *)0x0) || (*param_1 == 0)) {
    return 0;
  }
  pthread_mutex_lock((pthread_mutex_t *)object_mutex);
  if (unseen_objects == 0) {
LAB_00bf910b:
    iVar3 = seen_objects;
    if (seen_objects != 0) {
      puVar2 = &seen_objects;
      do {
        if ((*(byte *)(iVar3 + 0x10) & 1) == 0) {
          if (*(int **)(iVar3 + 0xc) == param_1) goto LAB_00bf913c;
        }
        else if ((int *)**(undefined4 **)(iVar3 + 0xc) == param_1) {
          *puVar2 = *(undefined4 *)(iVar3 + 0x14);
          free(*(void **)(iVar3 + 0xc));
          break;
        }
        puVar2 = (undefined4 *)(iVar3 + 0x14);
        iVar3 = *(int *)(iVar3 + 0x14);
      } while (iVar3 != 0);
    }
  }
  else {
    iVar3 = unseen_objects;
    if (*(int **)(unseen_objects + 0xc) == param_1) {
      puVar2 = &unseen_objects;
    }
    else {
      do {
        iVar1 = iVar3;
        iVar3 = *(int *)(iVar1 + 0x14);
        if (iVar3 == 0) goto LAB_00bf910b;
      } while (*(int **)(iVar3 + 0xc) != param_1);
      puVar2 = (undefined4 *)(iVar1 + 0x14);
    }
LAB_00bf913c:
    *puVar2 = *(undefined4 *)(iVar3 + 0x14);
  }
  pthread_mutex_unlock((pthread_mutex_t *)object_mutex);
  if (iVar3 != 0) {
    return iVar3;
  }
                    /* WARNING: Subroutine does not return */
  abort();
}

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.



        
        

⚠ This function has no mangled symbol — it may be internal/static. The Linux gamedata field uses @-prefix symbol resolution which requires an exported mangled name. You'll need a Linux byte signature for this one (extract via extract_signature.java).


          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)