SetupArrayProps_R<SendTable,SendProp>
0x001430a0 · 153 bytes · __cdecl
_Z17SetupArrayProps_RI9SendTable8SendPropEvPT_
Decompiled
void (1 param)
/* void SetupArrayProps_R<SendTable, SendProp>(SendTable*) */
void SetupArrayProps_R<SendTable,SendProp>(SendTable *param_1)
{
uint *puVar1;
int iVar2;
int iVar3;
int iVar4;
int iVar5;
if ((((byte)param_1[0x10] & 1) == 0) &&
(param_1[0x10] = (SendTable)((byte)param_1[0x10] | 1), 0 < *(int *)(param_1 + 4))) {
iVar5 = 0;
iVar4 = 0;
do {
while( true ) {
iVar3 = *(int *)param_1;
iVar2 = iVar3 + iVar5;
if (*(int *)(iVar2 + 8) != 5) break;
if (iVar4 == 0) {
Error("SetupArrayProps_R: array prop \'%s\' is at index zero.",
*(undefined4 *)(iVar2 + 0x30));
iVar3 = *(int *)param_1;
}
iVar3 = iVar3 + -0x54 + iVar5;
iVar4 = iVar4 + 1;
iVar5 = iVar5 + 0x54;
puVar1 = (uint *)(iVar3 + 0x3c);
*puVar1 = *puVar1 | 0x100;
*(int *)(iVar2 + 0x18) = iVar3;
if (*(int *)(param_1 + 4) <= iVar4) {
return;
}
}
if (*(int *)(iVar2 + 8) == 6) {
SetupArrayProps_R<SendTable,SendProp>(*(SendTable **)(iVar2 + 0x48));
}
iVar4 = iVar4 + 1;
iVar5 = iVar5 + 0x54;
} while (iVar4 < *(int *)(param_1 + 4));
}
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.