CHLTVServer::GetDeltaFrame
0x00172140 · 454 bytes · __thiscall
_ZN11CHLTVServer13GetDeltaFrameEi
Decompiled
undefined (2 params)
/* CHLTVServer::GetDeltaFrame(int) */
undefined4 __thiscall CHLTVServer::GetDeltaFrame(CHLTVServer *this,int param_1)
{
int iVar1;
undefined4 *puVar2;
int iVar3;
undefined4 uVar4;
int iVar5;
undefined4 *__ptr;
int iVar6;
if (*(int *)(tv_deltacache._28_4_ + 0x30) == 0) {
uVar4 = CClientFrameManager::GetClientFrame((CClientFrameManager *)(this + 0x1cc),param_1,true);
return uVar4;
}
iVar1 = *(int *)(this + 0x83f8);
if (iVar1 < 1) {
__ptr = *(undefined4 **)(this + 0x83ec);
}
else {
__ptr = *(undefined4 **)(this + 0x83ec);
iVar3 = 0;
iVar6 = __ptr[1];
puVar2 = __ptr;
while( true ) {
if (param_1 == iVar6) {
return *puVar2;
}
iVar3 = iVar3 + 1;
if (iVar3 == iVar1) break;
iVar6 = puVar2[3];
puVar2 = puVar2 + 2;
}
}
iVar6 = iVar1 + 1;
iVar3 = *(int *)(this + 0x83f0);
if (iVar6 <= iVar3) goto LAB_001721b1;
iVar5 = *(int *)(this + 0x83f4);
if (iVar5 < 0) goto LAB_001721b1;
if (iVar5 == 0) {
if (iVar3 == 0) {
if (iVar6 < 5) {
iVar5 = 4;
goto LAB_0017228f;
}
iVar3 = 4;
}
do {
iVar5 = iVar3 * 2;
if (iVar6 <= iVar5) break;
iVar5 = iVar3 * 4;
iVar3 = iVar5;
} while (iVar5 < iVar6);
}
else {
for (iVar5 = (iVar1 / iVar5 + 1) * iVar5; iVar5 < iVar6; iVar5 = (iVar5 + iVar6) / 2) {
}
}
LAB_0017228f:
*(int *)(this + 0x83f0) = iVar5;
if (__ptr == (undefined4 *)0x0) {
__ptr = malloc(iVar5 << 3);
*(undefined4 **)(this + 0x83ec) = __ptr;
}
else {
__ptr = realloc(__ptr,iVar5 << 3);
*(undefined4 **)(this + 0x83ec) = __ptr;
iVar6 = *(int *)(this + 0x83f8) + 1;
}
LAB_001721b1:
*(int *)(this + 0x83f8) = iVar6;
iVar6 = (iVar6 - iVar1) + -1;
*(undefined4 **)(this + 0x83fc) = __ptr;
if (0 < iVar6) {
_V_memmove(__ptr + iVar1 * 2 + 2,__ptr + iVar1 * 2,iVar6 * 8);
__ptr = *(undefined4 **)(this + 0x83ec);
}
(__ptr + iVar1 * 2)[1] = param_1;
uVar4 = CClientFrameManager::GetClientFrame((CClientFrameManager *)(this + 0x1cc),param_1,true);
__ptr[iVar1 * 2] = uVar4;
return uVar4;
}
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.