SendTable_CalcNextVectorElems
0x00154540 · 93 bytes · __regparm3
_ZL29SendTable_CalcNextVectorElemsP9SendTable
Decompiled
undefined (1 param)
/* SendTable_CalcNextVectorElems(SendTable*) */
void __regparm3 SendTable_CalcNextVectorElems(SendTable *param_1)
{
int iVar1;
int iVar2;
int iVar3;
iVar3 = 0;
iVar2 = 0;
if (*(int *)(param_1 + 4) < 1) {
return;
}
do {
while (iVar1 = *(int *)param_1 + iVar3, *(int *)(iVar1 + 8) != 6) {
if (-1 < *(int *)(iVar1 + 0x4c)) goto LAB_00154560;
*(uint *)(iVar1 + 0x3c) = *(uint *)(iVar1 + 0x3c) | 0x400;
iVar2 = iVar2 + 1;
*(int *)(iVar1 + 0x4c) = -*(int *)(iVar1 + 0x4c);
iVar3 = iVar3 + 0x54;
if (*(int *)(param_1 + 4) <= iVar2) {
return;
}
}
SendTable_CalcNextVectorElems(*(SendTable **)(iVar1 + 0x48));
LAB_00154560:
iVar2 = iVar2 + 1;
iVar3 = iVar3 + 0x54;
if (*(int *)(param_1 + 4) <= iVar2) {
return;
}
} while( true );
}
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.