VOX_AddNumbers
0x000f27f0 · 321 bytes · __cdecl
_Z14VOX_AddNumbersPcR10CUtlVectorI7WordBuf10CUtlMemoryIS1_iEE
Decompiled
undefined (2 params)
/* WARNING: Type propagation algorithm not settling */
/* VOX_AddNumbers(char*, CUtlVector<WordBuf, CUtlMemory<WordBuf, int> >&) */
void VOX_AddNumbers(char *param_1,CUtlVector *param_2)
{
char cVar1;
int iVar2;
int iVar3;
char *pcVar4;
int iVar5;
int in_GS_OFFSET;
char local_130 [15];
char cStack_121;
WordBuf local_120 [256];
int local_20;
iVar5 = 0;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
do {
iVar2 = _V_strlen(param_1);
iVar3 = _V_strlen("V_NUMBERS");
_V_strcpy(local_130,"V_NUMBERS");
local_120[0] = (WordBuf)0x0;
cVar1 = param_1[iVar2 + -1];
local_130[iVar3 + 1] = '\0';
local_130[iVar3] = cVar1;
pcVar4 = (char *)VOX_LookupSentenceByIndex(local_130,iVar5,(int *)0x0);
if (pcVar4 == (char *)0x0) {
local_120[0] = (WordBuf)0x0;
}
else {
V_strncpy((char *)local_120,pcVar4,0x100);
while( true ) {
iVar2 = _V_strlen((char *)local_120);
if (iVar2 < 1) break;
iVar2 = _V_strlen((char *)local_120);
if ((&cStack_121)[iVar2] != ' ') break;
iVar2 = _V_strlen((char *)local_120);
(&cStack_121)[iVar2] = '\0';
}
}
iVar5 = iVar5 + 1;
CUtlVector<WordBuf,CUtlMemory<WordBuf,int>>::InsertBefore
((CUtlVector<WordBuf,CUtlMemory<WordBuf,int>> *)param_2,*(int *)(param_2 + 0xc),
local_120);
if (iVar5 == 0x1f) {
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
} 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.