L L4D2node

SV_EnsureInstanceBaseline

0x00205620 · 307 bytes · __cdecl

_Z25SV_EnsureInstanceBaselineP11ServerClassiPKvi

Decompiled

undefined (4 params)

/* SV_EnsureInstanceBaseline(ServerClass*, int, void const*, int) */

void SV_EnsureInstanceBaseline(ServerClass *param_1,int param_2,void *param_3,int param_4)

{
  uint uVar1;
  uint uVar2;
  int *piVar3;
  undefined4 uVar4;
  int iVar5;
  int in_GS_OFFSET;
  bool bVar6;
  char local_40 [32];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  iVar5 = param_2 * 0x10 + DAT_003b8174;
  piVar3 = *(int **)(iVar5 + 8);
  if (piVar3 == (int *)0x0) {
    Error("SV_EnsureInstanceBaseline: edict %d missing ent",param_2);
    piVar3 = *(int **)(iVar5 + 8);
  }
  iVar5 = (**(code **)(*piVar3 + 4))(piVar3);
  if (*(int *)(iVar5 + 0x10) != 0xffff) goto LAB_00205661;
  V_snprintf(local_40,0x20,"%d",*(undefined4 *)(iVar5 + 0xc));
  uVar2 = ThreadGetCurrentId();
  if (uVar2 == g_svInstanceBaselineMutex) {
LAB_00205730:
    DAT_00350d4c = DAT_00350d4c + 1;
  }
  else {
    LOCK();
    bVar6 = g_svInstanceBaselineMutex == 0;
    uVar1 = uVar2;
    if (!bVar6) {
      uVar1 = g_svInstanceBaselineMutex;
    }
    g_svInstanceBaselineMutex = uVar1;
    UNLOCK();
    if (bVar6) goto LAB_00205730;
    CThreadFastMutex::Lock(0x350d48,uVar2);
  }
                    /* try { // try from 002056df to 00205702 has its CatchHandler @ 00205760 */
  piVar3 = (int *)CBaseServer::GetInstanceBaselineTable((CBaseServer *)&sv);
  uVar4 = (**(code **)(*piVar3 + 0x24))(piVar3,1,local_40,param_4,param_3);
  *(undefined4 *)(iVar5 + 0x10) = uVar4;
  DAT_00350d4c = DAT_00350d4c + -1;
  if (DAT_00350d4c == 0) {
    LOCK();
    UNLOCK();
    g_svInstanceBaselineMutex = 0;
  }
LAB_00205661:
  if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
                    /* WARNING: Subroutine does not return */
    __stack_chk_fail();
  }
  return;
}

SourceMod gamedata

paste into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)