Info_FindLargestKey
0x002024e0 · 291 bytes · __cdecl
_Z19Info_FindLargestKeyPci
Decompiled
undefined (2 params)
/* Info_FindLargestKey(char*, int) */
undefined1 * Info_FindLargestKey(char *param_1,int param_2)
{
char cVar1;
char cVar2;
int iVar3;
int iVar4;
char *pcVar5;
char *pcVar6;
char *pcVar7;
int in_GS_OFFSET;
int local_1030;
char local_1020 [2048];
char local_820 [2048];
int local_20;
Info_FindLargestKey(char*,int)::largest_key[0] = 0;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
cVar2 = *param_1;
if (cVar2 == '\\') {
cVar2 = param_1[1];
param_1 = param_1 + 1;
}
local_1030 = 0;
while (cVar2 != '\0') {
pcVar7 = local_1020;
pcVar6 = local_1020;
if (cVar2 != '\\') {
do {
pcVar7 = pcVar6 + 1;
param_1 = param_1 + 1;
*pcVar6 = cVar2;
cVar2 = *param_1;
if (cVar2 == '\\') break;
pcVar6 = pcVar7;
} while (cVar2 != '\0');
}
*pcVar7 = '\0';
iVar3 = _V_strlen(local_1020);
if (*param_1 == '\0') break;
cVar2 = param_1[1];
pcVar7 = param_1 + 1;
pcVar6 = local_820;
if (cVar2 == '\\') {
pcVar5 = local_820;
cVar1 = '\\';
}
else {
do {
pcVar5 = pcVar6;
cVar1 = '\0';
if (cVar2 == '\0') break;
pcVar5 = pcVar6 + 1;
pcVar7 = pcVar7 + 1;
*pcVar6 = cVar2;
cVar2 = *pcVar7;
pcVar6 = pcVar5;
cVar1 = cVar2;
} while (cVar2 != '\\');
}
*pcVar5 = '\0';
param_1 = pcVar7 + (cVar1 != '\0');
iVar4 = _V_strlen(local_820);
if ((local_1030 < iVar3 + iVar4) && (cVar2 = Info_IsKeyImportant(local_1020), cVar2 == '\0')) {
V_strncpy(Info_FindLargestKey(char*,int)::largest_key,local_1020,0x800);
local_1030 = iVar3 + iVar4;
}
cVar2 = *param_1;
}
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return Info_FindLargestKey(char*,int)::largest_key;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.