DataTable_ClearWriteFlags_R
0x00144860 · 85 bytes · __cdecl
_Z27DataTable_ClearWriteFlags_RP9SendTable
Decompiled
undefined (1 param)
/* DataTable_ClearWriteFlags_R(SendTable*) */
void DataTable_ClearWriteFlags_R(SendTable *param_1)
{
int iVar1;
int iVar2;
int iVar3;
iVar3 = 0;
iVar2 = 0;
param_1[0x10] = (SendTable)((byte)param_1[0x10] & 0xfd);
if (0 < *(int *)(param_1 + 4)) {
do {
while (iVar1 = *(int *)param_1 + iVar3, *(int *)(iVar1 + 8) != 6) {
iVar2 = iVar2 + 1;
iVar3 = iVar3 + 0x54;
if (*(int *)(param_1 + 4) <= iVar2) {
return;
}
}
iVar2 = iVar2 + 1;
iVar3 = iVar3 + 0x54;
DataTable_ClearWriteFlags_R(*(SendTable **)(iVar1 + 0x48));
} while (iVar2 < *(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.