CDeltaCalculator::PropCalcDelta
0x001548c0 · 231 bytes · __thiscall
_ZN16CDeltaCalculator13PropCalcDeltaEv
Decompiled
undefined (1 param)
/* CDeltaCalculator::PropCalcDelta() */
void __thiscall CDeltaCalculator::PropCalcDelta(CDeltaCalculator *this)
{
int iVar1;
int iVar2;
int iVar3;
iVar1 = *(int *)(this + 0x70);
iVar2 = *(int *)(this + 0x74);
if (iVar1 < iVar2) {
do {
iVar1 = *(int *)(*(int *)(*(int *)this + 0x2c) + iVar1 * 4);
(**(code **)(g_PropTypeFns + *(int *)(iVar1 + 8) * 0x24 + 0x20))(iVar1,this + 4);
iVar1 = CDeltaBitsReader::ReadNextPropIndex((CDeltaBitsReader *)(this + 0x4c));
if (iVar1 < 0) {
iVar2 = *(int *)(this + 0x74);
*(undefined4 *)(this + 0x70) = 0x7fffffff;
iVar1 = 0x7fffffff;
break;
}
iVar2 = *(int *)(this + 0x74);
*(int *)(this + 0x70) = iVar1;
} while (iVar1 < iVar2);
}
iVar3 = *(int *)(*(int *)(*(int *)this + 0x2c) + iVar2 * 4);
if (iVar1 == iVar2) {
iVar2 = (**(code **)(g_PropTypeFns + *(int *)(iVar3 + 8) * 0x24 + 8))
(iVar3,this + 4,this + 0x28);
iVar3 = CDeltaBitsReader::ReadNextPropIndex((CDeltaBitsReader *)(this + 0x4c));
iVar1 = 0x7fffffff;
if (-1 < iVar3) {
iVar1 = iVar3;
}
*(int *)(this + 0x70) = iVar1;
if (iVar2 == 0) {
return;
}
}
else {
(**(code **)(g_PropTypeFns + *(int *)(iVar3 + 8) * 0x24 + 0x20))(iVar3,this + 0x28);
}
if (*(int *)(this + 0x84) < *(int *)(this + 0x80)) {
*(undefined4 *)(*(int *)(this + 0x7c) + *(int *)(this + 0x84) * 4) =
*(undefined4 *)(this + 0x74);
*(int *)(this + 0x84) = *(int *)(this + 0x84) + 1;
}
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.