L L4D2node

CGameEventManager::WriteEventList

0x00160b20 · 648 bytes · __thiscall

_ZN17CGameEventManager14WriteEventListEP17SVC_GameEventList

Decompiled

undefined (2 params)

/* CGameEventManager::WriteEventList(SVC_GameEventList*) */

void __thiscall
CGameEventManager::WriteEventList(CGameEventManager *this,SVC_GameEventList *param_1)

{
  int iVar1;
  int iVar2;
  KeyValues *this_00;
  uint uVar3;
  char *pcVar4;
  uint uVar5;
  uint uVar6;
  uint *puVar7;
  uint *puVar8;
  int local_24;
  int local_20;
  
  local_24 = 0;
  local_20 = 0;
  *(undefined4 *)(param_1 + 0x4c) = 0;
  if (0 < *(int *)(this + 0x10)) {
    do {
      puVar8 = (uint *)(local_24 + *(int *)(this + 4));
      if ((char)puVar8[8] == '\0') {
        uVar3 = *puVar8;
        uVar6 = *(uint *)(param_1 + 0x84);
        if (*(int *)(param_1 + 0x80) < (int)(uVar6 + 9)) {
          *(int *)(param_1 + 0x84) = *(int *)(param_1 + 0x80);
          param_1[0x88] = (SVC_GameEventList)0x1;
        }
        else {
          uVar5 = uVar6 & 0x1f;
          iVar1 = ((int)uVar6 >> 5) * 4;
          puVar7 = (uint *)(*(int *)(param_1 + 0x78) + iVar1);
          *puVar7 = *puVar7 & *(uint *)(&DAT_003f2dc4 + uVar5 * 0x84) | uVar3 << (sbyte)uVar5;
          iVar2 = 0x20 - uVar5;
          if (iVar2 < 9) {
            puVar7 = (uint *)(*(int *)(param_1 + 0x78) + 4 + iVar1);
            *puVar7 = (&g_BitWriteMasks)[9 - iVar2] & *puVar7 | uVar3 >> ((byte)iVar2 & 0x1f);
          }
          *(int *)(param_1 + 0x84) = *(int *)(param_1 + 0x84) + 9;
        }
        bf_write::WriteString
                  ((bf_write *)(param_1 + 0x78),
                   *(char **)(puVar8[1] * 0x18 + *(int *)(this + 0x7c) + 0x10));
        for (this_00 = (KeyValues *)KeyValues::GetFirstSubKey((KeyValues *)puVar8[2]);
            this_00 != (KeyValues *)0x0; this_00 = (KeyValues *)KeyValues::GetNextKey(this_00)) {
          while (uVar3 = KeyValues::GetInt(this_00,(char *)0x0,0), uVar3 != 0) {
            uVar6 = *(uint *)(param_1 + 0x84);
            if (*(int *)(param_1 + 0x80) < (int)(uVar6 + 3)) {
              *(int *)(param_1 + 0x84) = *(int *)(param_1 + 0x80);
              param_1[0x88] = (SVC_GameEventList)0x1;
            }
            else {
              iVar1 = ((int)uVar6 >> 5) * 4;
              uVar6 = uVar6 & 0x1f;
              puVar8 = (uint *)(iVar1 + *(int *)(param_1 + 0x78));
              *puVar8 = uVar3 << (sbyte)uVar6 | *puVar8 & *(uint *)(&DAT_003f2dac + uVar6 * 0x84);
              iVar2 = 0x20 - uVar6;
              if (iVar2 < 3) {
                puVar8 = (uint *)(*(int *)(param_1 + 0x78) + 4 + iVar1);
                *puVar8 = uVar3 >> ((byte)iVar2 & 0x1f) | (&g_BitWriteMasks)[3 - iVar2] & *puVar8;
              }
              *(int *)(param_1 + 0x84) = *(int *)(param_1 + 0x84) + 3;
            }
            pcVar4 = (char *)KeyValues::GetName(this_00);
            bf_write::WriteString((bf_write *)(param_1 + 0x78),pcVar4);
            this_00 = (KeyValues *)KeyValues::GetNextKey(this_00);
            if (this_00 == (KeyValues *)0x0) goto LAB_00160d16;
          }
        }
LAB_00160d16:
        uVar3 = *(uint *)(param_1 + 0x84);
        if (*(int *)(param_1 + 0x80) < (int)(uVar3 + 3)) {
          *(int *)(param_1 + 0x84) = *(int *)(param_1 + 0x80);
          param_1[0x88] = (SVC_GameEventList)0x1;
        }
        else {
          iVar2 = ((int)uVar3 >> 5) * 4;
          puVar8 = (uint *)(*(int *)(param_1 + 0x78) + iVar2);
          *puVar8 = *puVar8 & *(uint *)(&DAT_003f2dac + (uVar3 & 0x1f) * 0x84);
          iVar1 = 0x20 - (uVar3 & 0x1f);
          if (iVar1 < 3) {
            puVar8 = (uint *)(*(int *)(param_1 + 0x78) + 4 + iVar2);
            *puVar8 = *puVar8 & (&g_BitWriteMasks)[3 - iVar1];
          }
          *(int *)(param_1 + 0x84) = *(int *)(param_1 + 0x84) + 3;
        }
        *(int *)(param_1 + 0x4c) = *(int *)(param_1 + 0x4c) + 1;
      }
      local_20 = local_20 + 1;
      local_24 = local_24 + 0x34;
    } while (local_20 < *(int *)(this + 0x10));
  }
  return;
}

SourceMod gamedata

paste into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)