DataTable_MaybeCreateReceiveTable
0x00145320 · 107 bytes · __cdecl
_Z33DataTable_MaybeCreateReceiveTableR10CUtlVectorIP9SendTable10CUtlMemoryIS1_iEES1_b
Decompiled
undefined (3 params)
/* DataTable_MaybeCreateReceiveTable(CUtlVector<SendTable*, CUtlMemory<SendTable*, int> >&,
SendTable*, bool) */
void DataTable_MaybeCreateReceiveTable(CUtlVector *param_1,SendTable *param_2,bool param_3)
{
int iVar1;
bool bVar2;
int iVar3;
undefined3 in_stack_0000000d;
bVar2 = param_3;
iVar1 = *(int *)(param_1 + 0xc);
if (0 < iVar1) {
if ((SendTable *)**(int **)param_1 == param_2) {
return;
}
iVar3 = 0;
do {
iVar3 = iVar3 + 1;
if (iVar3 == iVar1) goto LAB_00145354;
} while ((SendTable *)(*(int **)param_1)[iVar3] != param_2);
if (iVar3 != -1) {
return;
}
}
LAB_00145354:
CUtlVector<SendTable*,CUtlMemory<SendTable*,int>>::InsertBefore
((CUtlVector<SendTable*,CUtlMemory<SendTable*,int>> *)param_1,iVar1,¶m_2);
DataTable_SetupReceiveTableFromSendTable(param_2,bVar2);
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.