build_bl_tree
0x000eb380 · 184 bytes · __cdecl
_Z13build_bl_treeR6TState
Decompiled
undefined (1 param)
/* build_bl_tree(TState&) */
int build_bl_tree(TState *param_1)
{
int iVar1;
int iVar2;
iVar2 = 0x12;
scan_tree(param_1,(ct_data *)(param_1 + 0x14),*(int *)(param_1 + 0xfa8));
scan_tree(param_1,(ct_data *)(param_1 + 0x908),*(int *)(param_1 + 0xfc4));
build_tree(param_1,(tree_desc *)(param_1 + 0xfc8));
do {
if (*(short *)(param_1 + (uint)(byte)(&bl_order)[iVar2] * 4 + 0xef6) != 0) {
iVar1 = iVar2 * 3 + 3;
goto LAB_000eb3ff;
}
iVar2 = iVar2 + -1;
} while (iVar2 != 2);
iVar1 = 9;
LAB_000eb3ff:
iVar1 = iVar1 + 0xe + *(int *)(param_1 + 0x1af3c);
*(int *)(param_1 + 0x1af3c) = iVar1;
Trace("\ndyn trees: dyn %ld, stat %ld",iVar1,*(undefined4 *)(param_1 + 0x1af40));
return iVar2;
}
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.