CFrameSnapshotManager::GetCachedUncompressedEntity
0x001f2970 · 363 bytes · __thiscall
_ZN21CFrameSnapshotManager27GetCachedUncompressedEntityEP12PackedEntity
Decompiled
undefined (2 params)
/* CFrameSnapshotManager::GetCachedUncompressedEntity(PackedEntity*) */
int * __thiscall
CFrameSnapshotManager::GetCachedUncompressedEntity
(CFrameSnapshotManager *this,PackedEntity *param_1)
{
int iVar1;
int iVar2;
int *piVar3;
int *piVar4;
int local_28;
int *local_24;
int local_20;
local_20 = *(int *)(this + 0x94);
if (local_20 == 0) {
*(undefined4 *)(this + 0x84) = 0;
*(undefined4 *)(this + 0x94) = 0;
CUtlVector<UnpackedDataCache_t,CUtlMemory<UnpackedDataCache_t,int>>::GrowVector
((CUtlVector<UnpackedDataCache_t,CUtlMemory<UnpackedDataCache_t,int>> *)(this + 0x88),
0x80);
iVar1 = *(int *)(this + 0x94);
if (0 < iVar1 + -0x80) {
_V_memmove((void *)((int)*(void **)(this + 0x88) + 0x200600),*(void **)(this + 0x88),
(iVar1 + -0x80) * 0x400c);
iVar1 = *(int *)(this + 0x94);
}
if (iVar1 < 1) {
local_28 = *(int *)(this + 0x84) + 1;
*(int *)(this + 0x84) = local_28;
local_24 = (int *)0x0;
goto LAB_001f29f7;
}
iVar1 = 0;
iVar2 = 0;
do {
iVar2 = iVar2 + 1;
*(undefined4 *)(*(int *)(this + 0x88) + iVar1) = 0;
*(undefined4 *)(*(int *)(this + 0x88) + 4 + iVar1) = 0;
iVar1 = iVar1 + 0x400c;
local_20 = *(int *)(this + 0x94);
} while (iVar2 < local_20);
}
local_28 = *(int *)(this + 0x84) + 1;
*(int *)(this + 0x84) = local_28;
if (0 < local_20) {
piVar4 = *(int **)(this + 0x88);
if ((PackedEntity *)*piVar4 != param_1) {
iVar2 = 0;
local_24 = (int *)0x0;
piVar3 = piVar4;
iVar1 = local_28;
do {
piVar4 = piVar3 + 0x1003;
if (piVar3[1] < iVar1) {
iVar1 = piVar3[1];
local_24 = piVar3;
}
iVar2 = iVar2 + 1;
if (iVar2 == local_20) goto LAB_001f29f7;
piVar3 = piVar4;
} while ((PackedEntity *)*piVar4 != param_1);
}
piVar4[1] = local_28;
return piVar4;
}
local_24 = (int *)0x0;
LAB_001f29f7:
local_24[2] = -1;
local_24[1] = local_28;
*local_24 = (int)param_1;
return local_24;
}
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.