CNetChan::IsFileInWaitingList
0x001afab0 · 116 bytes · __thiscall
_ZN8CNetChan19IsFileInWaitingListEPKc
Decompiled
undefined (2 params)
/* CNetChan::IsFileInWaitingList(char const*) */
undefined4 __thiscall CNetChan::IsFileInWaitingList(CNetChan *this,char *param_1)
{
int iVar1;
int iVar2;
CNetChan *pCVar3;
int local_20;
if ((param_1 != (char *)0x0) && (*param_1 != '\0')) {
local_20 = 0;
pCVar3 = this + 0xbc;
do {
if (0 < *(int *)(pCVar3 + 0xc)) {
iVar2 = 0;
do {
iVar1 = _V_strcmp((char *)(*(int *)(*(int *)pCVar3 + iVar2 * 4) + 4),param_1);
if (iVar1 == 0) {
return 1;
}
iVar2 = iVar2 + 1;
} while (iVar2 < *(int *)(pCVar3 + 0xc));
}
local_20 = local_20 + 1;
pCVar3 = pCVar3 + 0x14;
} while (local_20 != 2);
return 0;
}
return 1;
}
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.