SetupClientSendTableHierarchy
0x0014f210 · 315 bytes · unknown
_Z29SetupClientSendTableHierarchyv
Decompiled
undefined (0 params)
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* SetupClientSendTableHierarchy() */
undefined4 SetupClientSendTableHierarchy(void)
{
int *piVar1;
char *pcVar2;
int iVar3;
uint uVar4;
ushort uVar5;
uint uVar6;
int *piVar7;
int iVar8;
int iVar9;
int local_28;
int local_20;
uVar6 = (uint)DAT_0039f664;
iVar9 = g_ClientSendTables;
if (uVar6 == 0xffff) {
return 1;
}
do {
piVar7 = (int *)(uVar6 * 8 + iVar9);
piVar1 = (int *)*piVar7;
if (0 < piVar1[1]) {
local_28 = 0;
local_20 = 0;
do {
iVar9 = local_28 + *piVar1;
if (*(int *)(iVar9 + 8) == 6) {
pcVar2 = *(char **)(piVar1[5] + local_20 * 4);
uVar5 = DAT_0039f664;
if (pcVar2 == (char *)0x0) {
Error("SetupClientSendTableHierarchy: missing table name for prop \'%s\'.",
*(undefined4 *)(iVar9 + 0x30));
uVar5 = DAT_0039f664;
}
while( true ) {
uVar4 = (uint)uVar5;
if (uVar4 == 0xffff) {
DataTable_Warning("SetupClientSendTableHierarchy: missing SendTable \'%s\' (referenced by \'%s\').\n"
,pcVar2,piVar1[2]);
return 0;
}
iVar3 = *(int *)(g_ClientSendTables + uVar4 * 8);
iVar8 = _V_stricmp(*(char **)(iVar3 + 8),pcVar2);
if (iVar8 == 0) break;
uVar5 = *(ushort *)(g_ClientSendTables + 6 + uVar4 * 8);
}
*(int *)(iVar9 + 0x48) = iVar3;
}
local_20 = local_20 + 1;
local_28 = local_28 + 0x54;
} while (local_20 < piVar1[1]);
piVar7 = (int *)(uVar6 * 8 + g_ClientSendTables);
iVar9 = g_ClientSendTables;
}
uVar6 = (uint)*(ushort *)((int)piVar7 + 6);
} while (uVar6 != 0xffff);
return 1;
}
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.