CStudioHdr::GetActivityListVersion
0x000e28b0 · 108 bytes · __thiscall
_ZN10CStudioHdr22GetActivityListVersionEv
Decompiled
undefined (1 param)
/* CStudioHdr::GetActivityListVersion() */
int __thiscall CStudioHdr::GetActivityListVersion(CStudioHdr *this)
{
int iVar1;
int iVar2;
int iVar3;
if (*(int *)(this + 4) != 0) {
iVar3 = *(int *)(*(int *)this + 0xc4);
if (1 < *(int *)(*(int *)(this + 4) + 100)) {
iVar2 = 1;
do {
iVar1 = GroupStudioHdr(this,iVar2);
if (*(int *)(iVar1 + 0xc4) < iVar3) {
iVar3 = *(int *)(iVar1 + 0xc4);
}
iVar2 = iVar2 + 1;
} while (iVar2 < *(int *)(*(int *)(this + 4) + 100));
}
return iVar3;
}
return *(int *)(*(int *)this + 0xc4);
}
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.