CPureServerWhitelist::UpdateCommandStats
0x001d70b0 · 129 bytes · __thiscall
_ZN20CPureServerWhitelist18UpdateCommandStatsER8CUtlDictIPNS_8CCommandEiEPiS5_
Decompiled
undefined (4 params)
/* CPureServerWhitelist::UpdateCommandStats(CUtlDict<CPureServerWhitelist::CCommand*, int>&, int*,
int*) */
void __thiscall
CPureServerWhitelist::UpdateCommandStats
(CPureServerWhitelist *this,CUtlDict *param_1,int *param_2,int *param_3)
{
int iVar1;
int iVar2;
uint uVar3;
int iVar4;
for (iVar1 = CUtlRBTree<CUtlMap<char_const*,CPureServerWhitelist::CCommand*,int>::Node_t,int,CUtlMap<char_const*,CPureServerWhitelist::CCommand*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,CPureServerWhitelist::CCommand*,int>::Node_t,int>,int>>
::FirstInorder((CUtlRBTree<CUtlMap<char_const*,CPureServerWhitelist::CCommand*,int>::Node_t,int,CUtlMap<char_const*,CPureServerWhitelist::CCommand*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,CPureServerWhitelist::CCommand*,int>::Node_t,int>,int>>
*)param_1); iVar1 != -1;
iVar1 = CUtlRBTree<CUtlMap<char_const*,CPureServerWhitelist::CCommand*,int>::Node_t,int,CUtlMap<char_const*,CPureServerWhitelist::CCommand*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,CPureServerWhitelist::CCommand*,int>::Node_t,int>,int>>
::NextInorder((CUtlRBTree<CUtlMap<char_const*,CPureServerWhitelist::CCommand*,int>::Node_t,int,CUtlMap<char_const*,CPureServerWhitelist::CCommand*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,CPureServerWhitelist::CCommand*,int>::Node_t,int>,int>>
*)param_1,iVar1)) {
uVar3 = (uint)*(ushort *)(*(int *)(*(int *)(param_1 + 4) + 0x14 + iVar1 * 0x18) + 2);
if ((int)uVar3 <= *param_2) {
uVar3 = *param_2;
}
*param_2 = uVar3;
iVar2 = _V_strlen(*(char **)(*(int *)(param_1 + 4) + 0x10 + iVar1 * 0x18));
iVar4 = *param_3;
if (*param_3 <= iVar2) {
iVar4 = iVar2;
}
*param_3 = iVar4;
}
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.