CVProfExport::GetNumBudgetGroups
0x00230da0 · 108 bytes · __thiscall
_ZN12CVProfExport18GetNumBudgetGroupsEv
Decompiled
undefined (1 param)
/* CVProfExport::GetNumBudgetGroups() */
int __thiscall CVProfExport::GetNumBudgetGroups(CVProfExport *this)
{
int iVar1;
int iVar2;
int iVar3;
iVar2 = *(int *)(this + 0x10);
iVar1 = CVProfile::GetNumBudgetGroups();
if (iVar2 < iVar1) {
iVar2 = *(int *)(this + 0x10);
}
else {
iVar2 = CVProfile::GetNumBudgetGroups();
}
if (iVar2 < 1) {
iVar2 = 0;
}
else {
iVar3 = *(int *)(g_pVProfileForDisplay + 0x10a0);
iVar1 = iVar3 + iVar2 * 8;
iVar2 = 0;
do {
iVar2 = (iVar2 + 1) - (uint)((*(uint *)(iVar3 + 4) & *(uint *)(this + 0x1c)) == 0);
iVar3 = iVar3 + 8;
} while (iVar3 != iVar1);
}
return iVar2;
}
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.