CBaseClientState::ProcessMenu
0x000fe390 · 413 bytes · __cdecl
_ZN16CBaseClientState11ProcessMenuEP8SVC_Menu
Decompiled
undefined (1 param)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* CBaseClientState::ProcessMenu(SVC_Menu*) */
undefined4 CBaseClientState::ProcessMenu(SVC_Menu *param_1)
{
int iVar1;
char cVar2;
int iVar3;
undefined4 local_24;
undefined4 local_20;
undefined4 local_18;
undefined4 local_14;
int local_10;
local_24 = 0;
local_20 = 0;
if (_exit == 0) {
local_10 = 0;
}
else {
(**(code **)(_exit + 0x50))
(_exit,&local_24,0,0,0,0,"/data/src/engine/./baseclientstate.cpp",0x63d,
&ProcessMenu(SVC_Menu*)::tm_fmt,"(%s)%s","Unaccounted","ProcessMenu");
local_10 = _exit;
}
iVar1 = _DAT_0040b9d4;
local_18 = local_24;
local_14 = local_20;
if ((_DAT_0040b028 != 0) || (DAT_0040b02c == '\0')) {
/* try { // try from 000fe47e to 000fe482 has its CatchHandler @ 000fe53e */
iVar3 = ThreadGetCurrentId();
if (iVar1 == iVar3) {
if ((char *)*_DAT_0040b030 != "ProcessMenu") {
/* try { // try from 000fe520 to 000fe531 has its CatchHandler @ 000fe53e */
_DAT_0040b030 =
(int *)CVProfNode::GetSubNode((char *)_DAT_0040b030,0x2a6cf1,&DAT_00000001,0x2a054b);
}
CVProfNode::EnterScope();
DAT_0040b02c = '\0';
}
else if ((DAT_0040b02c != '\0') && (_DAT_0040b028 == 0)) goto LAB_000fe437;
iVar1 = _DAT_0040b9d4;
iVar3 = ThreadGetCurrentId();
if (iVar1 == iVar3) {
cVar2 = CVProfNode::ExitScope();
if (cVar2 != '\0') {
_DAT_0040b030 = (int *)_DAT_0040b030[0x19];
}
DAT_0040b02c = _DAT_0040b030 == (int *)0x40b034;
}
}
LAB_000fe437:
if (local_10 != 0) {
(**(code **)(local_10 + 0x54))(local_10,local_18,local_14,0,0,0);
}
return 1;
}
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.