DownloadManager::MarkMapAsDownloadedFromServer
0x0013d090 · 268 bytes · __thiscall
_ZN15DownloadManager29MarkMapAsDownloadedFromServerEPKc
Decompiled
undefined (2 params)
/* DownloadManager::MarkMapAsDownloadedFromServer(char const*) */
void __thiscall DownloadManager::MarkMapAsDownloadedFromServer(DownloadManager *this,char *param_1)
{
int iVar1;
int iVar2;
char cVar3;
undefined4 uVar4;
void *pvVar5;
int iVar6;
int iVar7;
if (param_1 == (char *)0x0) {
return;
}
cVar3 = HasMapBeenDownloadedFromServer(this,param_1);
if (cVar3 != '\0') {
return;
}
uVar4 = CloneString(param_1);
iVar1 = *(int *)(this + 0x44);
iVar7 = *(int *)(this + 0x3c);
iVar6 = iVar1 + 1;
if (iVar7 < iVar6) {
iVar2 = *(int *)(this + 0x40);
if (-1 < iVar2) {
if (iVar2 == 0) {
if (iVar7 == 0) {
if (iVar6 < 9) {
iVar7 = 8;
goto LAB_0013d14f;
}
iVar7 = 8;
}
do {
iVar7 = iVar7 * 2;
} while (iVar7 < iVar6);
}
else {
for (iVar7 = (iVar1 / iVar2 + 1) * iVar2; iVar7 < iVar6; iVar7 = (iVar7 + iVar6) / 2) {
}
}
LAB_0013d14f:
*(int *)(this + 0x3c) = iVar7;
if (*(void **)(this + 0x38) == (void *)0x0) {
pvVar5 = malloc(iVar7 << 2);
*(void **)(this + 0x38) = pvVar5;
}
else {
pvVar5 = realloc(*(void **)(this + 0x38),iVar7 << 2);
*(void **)(this + 0x38) = pvVar5;
iVar6 = *(int *)(this + 0x44) + 1;
}
goto LAB_0013d0da;
}
}
pvVar5 = *(void **)(this + 0x38);
LAB_0013d0da:
*(int *)(this + 0x44) = iVar6;
iVar7 = iVar1 * 4;
iVar6 = (iVar6 - iVar1) + -1;
*(void **)(this + 0x48) = pvVar5;
if (0 < iVar6) {
_V_memmove((void *)((int)pvVar5 + iVar7 + 4),(void *)((int)pvVar5 + iVar7),iVar6 * 4);
pvVar5 = *(void **)(this + 0x38);
}
if ((undefined4 *)(iVar7 + (int)pvVar5) == (undefined4 *)0x0) {
return;
}
*(undefined4 *)(iVar7 + (int)pvVar5) = uVar4;
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.