bi_windup
0x000ebe50 · 339 bytes · __cdecl
_Z9bi_windupR6TState
Decompiled
undefined (1 param)
/* bi_windup(TState&) */
void bi_windup(TState *param_1)
{
int iVar1;
uint uVar2;
if (*(int *)(param_1 + 0x1af5c) < 9) {
if (0 < *(int *)(param_1 + 0x1af5c)) {
uVar2 = *(uint *)(param_1 + 0x1af64);
if (*(uint *)(param_1 + 0x1af68) <= uVar2) {
(**(code **)(param_1 + 0x10))
(*(undefined4 *)param_1,*(undefined4 *)(param_1 + 0x1af60),param_1 + 0x1af64);
uVar2 = *(uint *)(param_1 + 0x1af64);
if (*(uint *)(param_1 + 0x1af68) <= uVar2) goto LAB_000ebeb7;
}
*(uint *)(param_1 + 0x1af64) = uVar2 + 1;
*(char *)(*(int *)(param_1 + 0x1af60) + uVar2) = (char)*(undefined4 *)(param_1 + 0x1af58);
}
}
else {
uVar2 = *(uint *)(param_1 + 0x1af64);
if (*(int *)(param_1 + 0x1af68) - 1U <= uVar2) {
(**(code **)(param_1 + 0x10))
(*(undefined4 *)param_1,*(undefined4 *)(param_1 + 0x1af60),param_1 + 0x1af64);
uVar2 = *(uint *)(param_1 + 0x1af64);
if (*(int *)(param_1 + 0x1af68) - 1U <= uVar2) goto LAB_000ebeb7;
}
*(uint *)(param_1 + 0x1af64) = uVar2 + 1;
*(char *)(*(int *)(param_1 + 0x1af60) + uVar2) = (char)*(undefined4 *)(param_1 + 0x1af58);
iVar1 = *(int *)(param_1 + 0x1af64);
*(int *)(param_1 + 0x1af64) = iVar1 + 1;
*(TState *)(*(int *)(param_1 + 0x1af60) + iVar1) = param_1[0x1af59];
}
LAB_000ebeb7:
if (*(int *)(param_1 + 0x1af54) != 0) {
(**(code **)(param_1 + 0x10))
(*(undefined4 *)param_1,*(undefined4 *)(param_1 + 0x1af60),param_1 + 0x1af64);
}
*(undefined4 *)(param_1 + 0x1af58) = 0;
*(undefined4 *)(param_1 + 0x1af5c) = 0;
*(uint *)(param_1 + 0x1af6c) = *(int *)(param_1 + 0x1af6c) + 7U & 0xfffffff8;
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.