RecvTable_DecodeZeros
0x0014ffd0 · 353 bytes · __cdecl
_Z21RecvTable_DecodeZerosP9RecvTablePvi
Decompiled
undefined (3 params)
/* RecvTable_DecodeZeros(RecvTable*, void*, int) */
void RecvTable_DecodeZeros(RecvTable *param_1,void *param_2,int param_3)
{
int iVar1;
int iVar2;
byte *pbVar3;
int iVar4;
int in_GS_OFFSET;
undefined **local_36c;
int local_368;
int aiStack_364 [65];
int local_260;
undefined4 local_25c;
int local_250;
int local_24c [4];
undefined4 local_23c;
int local_234;
int local_230;
int local_22c;
undefined4 local_228;
undefined4 local_224;
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
iVar1 = *(int *)(param_1 + 8);
if (iVar1 == 0) {
Error("RecvTable_DecodeZeros: table \'%s\' missing a decoder.",*(undefined4 *)(param_1 + 0xc));
}
CDatatableStack::CDatatableStack
((CDatatableStack *)&local_36c,(CSendTablePrecalc *)(iVar1 + 8),param_2,param_3);
iVar4 = 0;
local_36c = &PTR_RecurseAndCallProxies_002adf78;
local_250 = iVar1;
CDatatableStack::Init((CDatatableStack *)&local_36c,false);
if (0 < *(int *)(iVar1 + 300)) {
do {
local_260 = iVar4;
local_25c = *(undefined4 *)(*(int *)(local_368 + 0x2c) + iVar4 * 4);
iVar2 = *(int *)(*(int *)(iVar1 + 0x120) + iVar4 * 4);
local_23c = 1;
pbVar3 = (byte *)(*(int *)(local_368 + 0x40) + iVar4);
local_230 = aiStack_364[*pbVar3];
local_22c = aiStack_364[*pbVar3] + *(int *)(iVar2 + 0x2c);
local_24c[0] = 0;
if (aiStack_364[*pbVar3] != 0) {
local_24c[0] = iVar2;
}
local_228 = *(undefined4 *)(*(int *)(iVar1 + 0x34) + iVar4 * 4);
local_234 = param_3;
iVar4 = iVar4 + 1;
local_224 = 0;
(**(code **)(g_PropTypeFns + *(int *)(iVar2 + 4) * 0x24 + 0x18))(local_24c);
} while (iVar4 < *(int *)(iVar1 + 300));
}
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.