CPropCullStack::RecurseAndCallProxies
0x001568b0 · 294 bytes · __thiscall
_ZN14CPropCullStack21RecurseAndCallProxiesEP9CSendNodePh
Decompiled
undefined (3 params)
/* CPropCullStack::RecurseAndCallProxies(CSendNode*, unsigned char*) */
void __thiscall
CPropCullStack::RecurseAndCallProxies(CPropCullStack *this,CSendNode *param_1,uchar *param_2)
{
ushort uVar1;
int iVar2;
uint uVar3;
int iVar4;
bool bVar5;
bool bVar6;
int local_20;
local_20 = 0;
*(uchar **)(this + (uint)*(ushort *)(param_1 + 0x22) * 4 + 8) = param_2;
if (0 < *(int *)(param_1 + 0xc)) {
do {
bVar5 = false;
iVar2 = *(int *)(*(int *)param_1 + local_20 * 4);
if (param_2 != (uchar *)0x0) {
uVar1 = *(ushort *)(iVar2 + 0x20);
if (uVar1 == 0xff) {
bVar5 = true;
}
else {
uVar3 = 1 << ((byte)*(undefined4 *)(this + 0x120) & 0x1f);
bVar5 = (*(uint *)(*(int *)(this + 300) + (uint)uVar1 * 4) & uVar3) != 0;
if ((*(int *)(this + 0x124) != 0) &&
(bVar6 = (*(uint *)(*(int *)(this + 0x124) + (uint)uVar1 * 4) & uVar3) != 0,
bVar5 != bVar6)) {
if ((!bVar6) && (*(short *)(iVar2 + 0x1e) != 0)) {
uVar3 = *(uint *)(this + 0x4144);
iVar4 = 0;
do {
if (uVar3 < 0x1001) {
*(uint *)(this + uVar3 * 4 + 0x140) = (uint)*(ushort *)(iVar2 + 0x1c) + iVar4;
}
else {
Error("CPropCullStack::CallPropProxy - overflowed m_nNewProxyProps");
uVar3 = *(uint *)(this + 0x4144);
}
uVar3 = uVar3 + 1;
iVar4 = iVar4 + 1;
*(uint *)(this + 0x4144) = uVar3;
} while (iVar4 < (int)(uint)*(ushort *)(iVar2 + 0x1e));
}
bVar5 = false;
}
}
}
(*(code *)**(undefined4 **)this)(this,iVar2,bVar5);
local_20 = local_20 + 1;
} while (local_20 < *(int *)(param_1 + 0xc));
}
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.