GetSpew
0x00215550 · 242 bytes · __cdecl
_Z7GetSpewPcj
Decompiled
undefined (2 params)
/* GetSpew(char*, unsigned int) */
uint GetSpew(char *param_1,uint param_2)
{
uint uVar1;
uint uVar2;
void *pvVar3;
int iVar4;
int iVar5;
CUtlString *this;
bool bVar6;
uVar2 = ThreadGetCurrentId();
if (uVar2 != g_SpewMutex) {
LOCK();
bVar6 = g_SpewMutex != 0;
uVar1 = uVar2;
if (bVar6) {
uVar1 = g_SpewMutex;
}
g_SpewMutex = uVar1;
UNLOCK();
if (bVar6) {
CThreadFastMutex::Lock(0x3eca44,uVar2);
goto LAB_00215586;
}
}
DAT_003eca48 = DAT_003eca48 + 1;
LAB_00215586:
iVar5 = param_2 - 1;
uVar2 = (uint)DAT_003eca5a;
if (uVar2 != 0xffff) {
while( true ) {
this = (CUtlString *)(g_SpewHistory + uVar2 * 0x14);
iVar4 = CUtlString::Length(this);
if (iVar5 <= iVar4) {
iVar4 = iVar5;
}
if (iVar4 < 1) break;
/* try { // try from 002155ab to 002155f3 has its CatchHandler @ 0021564f */
pvVar3 = (void *)CUtlString::Get(this);
_V_memcpy(param_1,pvVar3,iVar4);
param_1 = param_1 + iVar4;
iVar5 = iVar5 - iVar4;
if ((iVar5 < 1) ||
(uVar2 = (uint)*(ushort *)(g_SpewHistory + 0x10 + uVar2 * 0x14), uVar2 == 0xffff)) break;
}
}
*param_1 = '\0';
DAT_003eca48 = DAT_003eca48 - 1;
uVar2 = DAT_003eca48;
if (DAT_003eca48 == 0) {
LOCK();
UNLOCK();
uVar2 = g_SpewMutex;
g_SpewMutex = 0;
}
return uVar2;
}
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.