CNetchanParanoidMode::NoteHeaderSize
0x001ae6a0 · 80 bytes · __thiscall
_ZN20CNetchanParanoidMode14NoteHeaderSizeER7bf_readi
Decompiled
undefined (3 params)
/* CNetchanParanoidMode::NoteHeaderSize(bf_read&, int) */
void __thiscall
CNetchanParanoidMode::NoteHeaderSize(CNetchanParanoidMode *this,bf_read *param_1,int param_2)
{
int iVar1;
char cVar2;
int iVar3;
if (*this != (CNetchanParanoidMode)0x0) {
cVar2 = IsEnabled();
if (cVar2 != '\0') {
if (*(int *)(param_1 + 0x20) == 0) {
iVar3 = 0;
}
else {
iVar1 = (((uint)(*(int *)(param_1 + 0x18) - *(int *)(param_1 + 0x20)) >> 2) * 0x20 -
*(int *)(param_1 + 0x14)) + (*(uint *)(param_1 + 0xc) & 3) * 8;
iVar3 = *(int *)(param_1 + 8);
if (iVar1 <= *(int *)(param_1 + 8)) {
iVar3 = iVar1;
}
}
*(int *)(this + 0xc) = iVar3;
*(int *)(this + 0x10) = param_2;
}
}
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.