SetupArrayProps_R<RecvTable,RecvProp>
0x00145500 · 140 bytes · __cdecl
_Z17SetupArrayProps_RI9RecvTable8RecvPropEvPT_
Decompiled
void (1 param)
/* void SetupArrayProps_R<RecvTable, RecvProp>(RecvTable*) */
void SetupArrayProps_R<RecvTable,RecvProp>(RecvTable *param_1)
{
undefined4 *puVar1;
int iVar2;
int iVar3;
int iVar4;
if ((param_1[0x10] == (RecvTable)0x0) &&
(param_1[0x10] = (RecvTable)0x1, 0 < *(int *)(param_1 + 4))) {
iVar4 = 0;
iVar3 = 0;
do {
while( true ) {
iVar2 = *(int *)param_1;
puVar1 = (undefined4 *)(iVar2 + iVar4);
if (puVar1[1] != 5) break;
if (iVar3 == 0) {
Error("SetupArrayProps_R: array prop \'%s\' is at index zero.",*puVar1);
iVar2 = *(int *)param_1;
}
iVar2 = iVar2 + -0x3c + iVar4;
iVar3 = iVar3 + 1;
iVar4 = iVar4 + 0x3c;
*(undefined1 *)(iVar2 + 0x10) = 1;
puVar1[6] = iVar2;
if (*(int *)(param_1 + 4) <= iVar3) {
return;
}
}
if (puVar1[1] == 6) {
SetupArrayProps_R<RecvTable,RecvProp>((RecvTable *)puVar1[10]);
}
iVar3 = iVar3 + 1;
iVar4 = iVar4 + 0x3c;
} while (iVar3 < *(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.