CBaseServer::RemoveTag
0x00109370 · 438 bytes · __thiscall
_ZN11CBaseServer9RemoveTagEPKcb
Decompiled
undefined (3 params)
/* CBaseServer::RemoveTag(char const*, bool) */
void __thiscall CBaseServer::RemoveTag(CBaseServer *this,char *param_1,bool param_2)
{
bool bVar1;
char *pcVar2;
size_t sVar3;
int iVar4;
int iVar5;
int in_GS_OFFSET;
int local_b8 [3];
int local_ac;
char local_a0 [128];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
pcVar2 = "FCVAR_NEVER_AS_STRING";
if ((sv_tags._20_4_ & 0x1000) == 0) {
pcVar2 = "";
if (*(char **)(sv_tags._28_4_ + 0x24) != (char *)0x0) {
pcVar2 = *(char **)(sv_tags._28_4_ + 0x24);
}
}
if (*pcVar2 != '\0') {
local_a0[0] = '\0';
pcVar2 = "FCVAR_NEVER_AS_STRING";
if ((sv_tags._20_4_ & 0x1000) == 0) {
pcVar2 = "";
if (*(char **)(sv_tags._28_4_ + 0x24) != (char *)0x0) {
pcVar2 = *(char **)(sv_tags._28_4_ + 0x24);
}
}
CSplitString::CSplitString((CSplitString *)local_b8,pcVar2,",");
if (0 < local_ac) {
iVar5 = 0;
bVar1 = false;
do {
while (param_2) {
sVar3 = strlen(param_1);
/* try { // try from 00109424 to 001094e8 has its CatchHandler @ 00109527 */
iVar4 = V_strnicmp(*(char **)(local_b8[0] + iVar5 * 4),param_1,sVar3);
if (iVar4 != 0) goto LAB_0010946d;
LAB_00109432:
iVar5 = iVar5 + 1;
bVar1 = true;
if (local_ac <= iVar5) goto LAB_001094cd;
}
iVar4 = _V_stricmp(*(char **)(local_b8[0] + iVar5 * 4),param_1);
if (iVar4 == 0) goto LAB_00109432;
LAB_0010946d:
V_strncat(local_a0,*(char **)(local_b8[0] + iVar5 * 4),0x80,-1);
V_strncat(local_a0,",",0x80,-1);
iVar5 = iVar5 + 1;
} while (iVar5 < local_ac);
LAB_001094cd:
if (bVar1) {
ConVar::SetValue(sv_tags);
}
}
CSplitString::~CSplitString((CSplitString *)local_b8);
}
if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.