L L4D2node

CInitTracker::Init

0x0021bf10 · 309 bytes · __thiscall

_ZN12CInitTracker4InitEPKcS1_i

Decompiled

undefined (4 params)

/* CInitTracker::Init(char const*, char const*, int) */

void __thiscall CInitTracker::Init(CInitTracker *this,char *param_1,char *param_2,int param_3)

{
  CInitTracker *pCVar1;
  CInitTracker *pCVar2;
  int iVar3;
  undefined4 *puVar4;
  undefined4 *puVar5;
  int iVar6;
  int iVar7;
  int iVar8;
  
  puVar4 = operator_new(0x1c);
  *puVar4 = param_1;
  puVar4[1] = param_2;
  pCVar1 = this + param_3 * 4;
  iVar8 = *(int *)pCVar1;
  pCVar2 = this + param_3 * 0x14 + 0x10;
  puVar4[2] = 1;
  *(undefined1 *)(puVar4 + 4) = 0;
  puVar4[5] = 0;
  puVar4[6] = 0;
  puVar4[3] = iVar8;
  iVar7 = *(int *)(pCVar2 + 0xc);
  iVar6 = *(int *)(pCVar2 + 4);
  iVar8 = iVar7 + 1;
  if (iVar6 < iVar8) {
    iVar3 = *(int *)(pCVar2 + 8);
    if (-1 < iVar3) {
      if (iVar3 == 0) {
        if (iVar6 == 0) {
          if (iVar8 < 9) {
            iVar6 = 8;
            goto LAB_0021bfde;
          }
          iVar6 = 8;
        }
        do {
          iVar6 = iVar6 * 2;
        } while (iVar6 < iVar8);
      }
      else {
        for (iVar6 = (iVar7 / iVar3 + 1) * iVar3; iVar6 < iVar8; iVar6 = (iVar6 + iVar8) / 2) {
        }
      }
LAB_0021bfde:
      *(int *)(pCVar2 + 4) = iVar6;
      if (*(void **)pCVar2 == (void *)0x0) {
        puVar5 = malloc(iVar6 << 2);
        *(undefined4 **)pCVar2 = puVar5;
      }
      else {
        puVar5 = realloc(*(void **)pCVar2,iVar6 << 2);
        iVar7 = *(int *)(pCVar2 + 0xc);
        *(undefined4 **)pCVar2 = puVar5;
        iVar8 = iVar7 + 1;
      }
      goto LAB_0021bf78;
    }
  }
  puVar5 = *(undefined4 **)pCVar2;
LAB_0021bf78:
  *(int *)(pCVar2 + 0xc) = iVar8;
  *(undefined4 **)(pCVar2 + 0x10) = puVar5;
  if (0 < iVar7) {
    _V_memmove(puVar5 + 1,puVar5,iVar7 * 4);
    puVar5 = *(undefined4 **)pCVar2;
  }
  if (puVar5 != (undefined4 *)0x0) {
    *puVar5 = puVar4;
  }
  *(int *)pCVar1 = *(int *)pCVar1 + 1;
  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)