CBaseServer::GetClassBaseline
0x00108d10 · 292 bytes · __regparm2
_ZN11CBaseServer16GetClassBaselineEP11ServerClassPPKvPi
Decompiled
undefined (3 params)
/* CBaseServer::GetClassBaseline(ServerClass*, void const**, int*) */
undefined8 __regparm2
CBaseServer::GetClassBaseline(ServerClass *param_1,void **param_2,int *param_3)
{
uint uVar1;
uint uVar2;
int iVar3;
undefined4 uVar4;
int *piVar5;
bool bVar6;
undefined4 *in_stack_00000008;
int *in_stack_0000000c;
undefined4 *in_stack_00000010;
if (*(int *)(sv_instancebaselines._28_4_ + 0x30) == 0) {
*in_stack_0000000c = (int)&GetClassBaseline(ServerClass*,void_const**,int*)::dummy;
*in_stack_00000010 = 1;
uVar4 = 1;
goto LAB_00108dd7;
}
if (in_stack_00000008[4] == 0xffff) {
Error("SV_GetInstanceBaseline: missing instance baseline for class \'%s\'",*in_stack_00000008);
}
uVar2 = ThreadGetCurrentId();
if ((void **)uVar2 == g_svInstanceBaselineMutex) {
LAB_00108d57:
DAT_00350d4c = (void **)((int)DAT_00350d4c + 1);
}
else {
LOCK();
bVar6 = g_svInstanceBaselineMutex == (void **)0x0;
uVar1 = uVar2;
if (!bVar6) {
uVar1 = (uint)g_svInstanceBaselineMutex;
}
g_svInstanceBaselineMutex = (void **)uVar1;
UNLOCK();
if (bVar6) goto LAB_00108d57;
CThreadFastMutex::Lock(0x350d48,uVar2);
}
piVar5 = (int *)param_3[0x30];
if (piVar5 == (int *)0x0) {
/* try { // try from 00108e36 to 00108e38 has its CatchHandler @ 00108e47 */
piVar5 = (int *)(**(code **)(*(int *)param_3[0x2f] + 0x10))
((int *)param_3[0x2f],"instancebaseline");
param_3[0x30] = (int)piVar5;
}
/* try { // try from 00108d88 to 00108d8a has its CatchHandler @ 00108e47 */
iVar3 = (**(code **)(*piVar5 + 0x30))(piVar5,in_stack_00000008[4],in_stack_00000010);
*in_stack_0000000c = iVar3;
uVar2 = (uint)g_svInstanceBaselineMutex;
uVar4 = CONCAT31((int3)((uint)iVar3 >> 8),iVar3 != 0);
param_2 = (void **)((int)DAT_00350d4c + -1);
DAT_00350d4c = param_2;
if (param_2 == (void **)0x0) {
LOCK();
g_svInstanceBaselineMutex = param_2;
UNLOCK();
return CONCAT44(uVar2,uVar4);
}
LAB_00108dd7:
return CONCAT44(param_2,uVar4);
}
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.