set_file_type
0x000eb6b0 · 105 bytes · __cdecl
_Z13set_file_typeR6TState
Decompiled
undefined (1 param)
/* set_file_type(TState&) */
void set_file_type(TState *param_1)
{
int iVar1;
uint uVar2;
uint uVar3;
uVar2 = 0;
iVar1 = 0;
do {
iVar1 = iVar1 + 1;
uVar2 = uVar2 + *(ushort *)(param_1 + iVar1 * 4 + 0x10);
} while (iVar1 != 7);
uVar3 = 0;
iVar1 = 7;
do {
iVar1 = iVar1 + 1;
uVar3 = uVar3 + *(ushort *)(param_1 + iVar1 * 4 + 0x10);
} while (iVar1 != 0x80);
iVar1 = 0x80;
do {
iVar1 = iVar1 + 1;
uVar2 = uVar2 + *(ushort *)(param_1 + iVar1 * 4 + 0x10);
} while (iVar1 != 0x100);
**(ushort **)(param_1 + 0x1af50) = (ushort)(uVar2 <= uVar3 >> 2);
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.