SV_MaybeWriteSendTable
0x00205450 · 354 bytes · __regparm3
_Z22SV_MaybeWriteSendTableP9SendTableR8bf_writeb.part.24
Decompiled
undefined (3 params)
/* SV_MaybeWriteSendTable(SendTable*, bf_write&, bool) [clone .part.24] */
void __regparm3 SV_MaybeWriteSendTable(SendTable *param_1,bf_write *param_2,bool param_3)
{
int in_GS_OFFSET;
undefined **local_10b0;
undefined1 local_10ac;
undefined4 local_10a8;
undefined4 local_10a4;
undefined4 local_10a0;
undefined8 local_109c;
undefined4 local_1094;
undefined4 local_1090;
undefined8 local_108c;
undefined4 local_1084;
undefined4 local_1080;
undefined1 local_107c;
undefined8 local_1078;
undefined4 local_1070;
undefined4 local_106c;
undefined1 local_1064;
undefined4 local_105c;
undefined1 local_1058;
undefined4 local_1054;
undefined4 local_1050;
bf_write local_1038 [24];
undefined1 local_1020 [4096];
int local_20;
param_1[0x10] = (SendTable)((byte)param_1[0x10] | 2);
local_109c = 0;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
local_108c = 0;
local_1078 = 0;
local_10a4 = 0;
local_10a0 = 0;
local_1094 = 0;
local_1090 = 0;
local_1084 = 0;
local_1080 = 0;
local_107c = 0;
local_1070 = 0;
local_106c = 0;
local_10ac = 1;
local_10a8 = 0;
local_10b0 = &PTR__SVC_SendTable_002a1fa8;
local_1058 = 0;
local_105c = 0;
local_1054 = 0xffffffff;
local_1050 = 0;
bf_write::bf_write(local_1038);
bf_write::StartWriting(local_1038,local_1020,0x1000,0,-1);
SendTable_WriteInfos(param_1,local_1038);
local_1064 = param_3;
SVC_SendTable::WriteToBuffer((SVC_SendTable *)&local_10b0,param_2);
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* 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.