fill_window
0x000ec6f0 · 413 bytes · __cdecl
_Z11fill_windowR6TState
Decompiled
undefined (1 param)
/* fill_window(TState&) */
void fill_window(TState *param_1)
{
int iVar1;
uint uVar2;
int iVar3;
uint uVar4;
uint uVar5;
uVar2 = *(uint *)(param_1 + 0x6af90);
do {
uVar4 = *(uint *)(param_1 + 0x6af84);
uVar5 = (*(int *)(param_1 + 0x6af70) - uVar2) - uVar4;
if (uVar5 == 0xffffffff) {
if (*(int *)(param_1 + 0x6af8c) != 0) {
return;
}
uVar5 = 0xfffffffe;
}
else {
if ((0xfef9 < uVar4) && (*(int *)(param_1 + 0x6af78) != 0)) {
memcpy(param_1 + 0x1af70,param_1 + 0x22f70,0x8000);
iVar1 = 0;
*(int *)(param_1 + 0x6af88) = *(int *)(param_1 + 0x6af88) + -0x8000;
*(int *)(param_1 + 0x6af84) = *(int *)(param_1 + 0x6af84) + -0x8000;
*(int *)(param_1 + 0x6af74) = *(int *)(param_1 + 0x6af74) + -0x8000;
do {
iVar3 = *(uint *)(param_1 + iVar1 * 4 + 0x4af70) - 0x8000;
if (*(uint *)(param_1 + iVar1 * 4 + 0x4af70) < 0x8000) {
iVar3 = 0;
}
*(int *)(param_1 + iVar1 * 4 + 0x4af70) = iVar3;
iVar1 = iVar1 + 1;
} while (iVar1 != 0x8000);
iVar1 = 0;
do {
iVar3 = *(uint *)(param_1 + iVar1 * 4 + 0x2af70) - 0x8000;
if (*(uint *)(param_1 + iVar1 * 4 + 0x2af70) < 0x8000) {
iVar3 = 0;
}
*(int *)(param_1 + iVar1 * 4 + 0x2af70) = iVar3;
iVar1 = iVar1 + 1;
} while (iVar1 != 0x8000);
uVar5 = uVar5 + 0x8000;
}
if (*(int *)(param_1 + 0x6af8c) != 0) {
return;
}
if (uVar5 < 2) {
*(char **)(param_1 + 0x6afa4) = "more < 2";
}
uVar4 = *(uint *)(param_1 + 0x6af84);
uVar2 = *(uint *)(param_1 + 0x6af90);
}
iVar1 = (**(code **)(param_1 + 0xc))(param_1,param_1 + uVar2 + 0x1af70 + uVar4,uVar5);
if (iVar1 - 1U < 0xfffffffe) {
uVar2 = iVar1 + *(int *)(param_1 + 0x6af90);
*(uint *)(param_1 + 0x6af90) = uVar2;
}
else {
*(undefined4 *)(param_1 + 0x6af8c) = 1;
uVar2 = *(uint *)(param_1 + 0x6af90);
}
if (0x105 < uVar2) {
return;
}
if (*(int *)(param_1 + 0x6af8c) != 0) {
return;
}
} while( true );
}
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.