SvTagsChangeCallback
0x0010eec0 · 1027 bytes · __cdecl
_ZL20SvTagsChangeCallbackP7IConVarPKcf
Decompiled
undefined (3 params)
/* SvTagsChangeCallback(IConVar*, char const*, float) */
void SvTagsChangeCallback(IConVar *param_1,char *param_2,float param_3)
{
undefined4 uVar1;
char cVar2;
char *pcVar3;
int iVar4;
int iVar5;
undefined4 *puVar6;
int in_GS_OFFSET;
CUtlMemory<char*,int> *local_c8;
int local_c4;
int local_c0;
undefined4 *local_bc;
int local_b8;
void *local_b4;
undefined4 local_b0;
undefined4 local_ac;
size_t local_a8;
void *local_a4;
char local_a0 [128];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
CBaseServer::UpdateGameType((CBaseServer *)&sv);
if (1 < DAT_003b7f64) {
Cbuf_AddText(4,"heartbeat\n",0);
}
if (ServerTagsCleanUp()::s_nNoReentry != 0) goto LAB_0010ef12;
ServerTagsCleanUp()::s_nNoReentry = 1;
local_b4 = (void *)0x0;
local_b0 = 0;
local_ac = 0;
local_a8 = 0;
local_a4 = (void *)0x0;
/* try { // try from 0010ef86 to 0010f293 has its CatchHandler @ 0010f2ca */
ConVarRef::ConVarRef((ConVarRef *)&local_bc,"sv_tags");
cVar2 = ConVarRef::IsValid((ConVarRef *)&local_bc);
if (cVar2 != '\0') {
local_a0[0] = '\0';
V_SplitString(*(char **)(local_b8 + 0x24),",",(CUtlVector *)&local_b4);
if (0 < (int)local_a8) {
iVar5 = 0;
LAB_0010eff8:
pcVar3 = *(char **)((int)local_b4 + iVar5 * 4);
cVar2 = *pcVar3;
while (cVar2 == ' ') {
pcVar3 = pcVar3 + 1;
cVar2 = *pcVar3;
}
if (cVar2 == '\0') {
if ((int)local_a8 <= iVar5 + 1) goto LAB_0010f0cd;
}
else {
V_strncat(local_a0,pcVar3,0x80,-1);
if ((int)local_a8 <= iVar5 + 1) goto LAB_0010f0cd;
}
iVar5 = iVar5 + 1;
if (0 < iVar5) {
V_strncat(local_a0,",",0x80,-1);
}
goto LAB_0010eff8;
}
goto LAB_0010f0f4;
}
goto LAB_0010f066;
LAB_0010f0cd:
iVar5 = 0;
if (0 < (int)local_a8) {
do {
iVar4 = iVar5 * 4;
iVar5 = iVar5 + 1;
operator_delete(*(void **)((int)local_b4 + iVar4));
} while (iVar5 < (int)local_a8);
}
LAB_0010f0f4:
local_c8 = (CUtlMemory<char*,int> *)&local_b4;
local_a8 = 0;
CUtlMemory<char*,int>::Purge(local_c8);
local_a4 = local_b4;
V_SplitString(local_a0,",",(CUtlVector *)local_c8);
if (1 < (int)local_a8) {
if (local_b4 == (void *)0x0) {
local_c4 = local_a8 - 1;
do {
if (0 < local_c4) {
local_c0 = 0;
iVar5 = 1;
do {
iVar4 = SortServerTags((char **)((int)local_b4 + local_c0),
(char **)((int)local_b4 + iVar5 * 4));
if (iVar4 < 0) {
puVar6 = (undefined4 *)(iVar5 * 4 + (int)local_b4);
uVar1 = *(undefined4 *)((int)local_b4 + local_c0);
*(undefined4 *)((int)local_b4 + local_c0) = *puVar6;
*puVar6 = uVar1;
}
local_c0 = local_c0 + 4;
iVar5 = iVar5 + 1;
} while (iVar5 <= local_c4);
}
local_c4 = local_c4 + -1;
} while (local_c4 != -1);
}
else {
qsort(local_b4,local_a8,4,SortServerTags);
}
}
local_c8 = (CUtlMemory<char*,int> *)&local_b4;
iVar5 = 0;
local_a0[0] = '\0';
if (0 < (int)local_a8) {
while( true ) {
V_strncat(local_a0,*(char **)((int)local_b4 + iVar5 * 4),0x80,-1);
iVar5 = iVar5 + 1;
if ((int)local_a8 <= iVar5) break;
if (0 < iVar5) {
V_strncat(local_a0,",",0x80,-1);
}
}
}
(**(code **)*local_bc)(local_bc,local_a0);
iVar5 = 0;
if (0 < (int)local_a8) {
do {
iVar4 = iVar5 * 4;
iVar5 = iVar5 + 1;
operator_delete(*(void **)((int)local_b4 + iVar4));
} while (iVar5 < (int)local_a8);
}
local_a8 = 0;
CUtlMemory<char*,int>::Purge(local_c8);
local_a4 = local_b4;
LAB_0010f066:
local_c8 = (CUtlMemory<char*,int> *)&local_b4;
local_a8 = 0;
CUtlMemory<char*,int>::Purge(local_c8);
local_a4 = local_b4;
CUtlMemory<char*,int>::Purge(local_c8);
ServerTagsCleanUp()::s_nNoReentry = ServerTagsCleanUp()::s_nNoReentry + -1;
LAB_0010ef12:
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.