L L4D2node

CVProfExport::GetBudgetGroupInfos

0x00230e20 · 308 bytes · __thiscall

_ZN12CVProfExport19GetBudgetGroupInfosEPN12IVProfExport24CExportedBudgetGroupInfoE

Decompiled

undefined (2 params)

/* CVProfExport::GetBudgetGroupInfos(IVProfExport::CExportedBudgetGroupInfo*) */

void __thiscall
CVProfExport::GetBudgetGroupInfos(CVProfExport *this,CExportedBudgetGroupInfo *param_1)

{
  CExportedBudgetGroupInfo *pCVar1;
  int iVar2;
  undefined *puVar3;
  int iVar4;
  undefined4 *puVar5;
  int *piVar6;
  int *piVar7;
  int local_38;
  int *local_34;
  undefined *local_30;
  undefined1 local_2c [4];
  undefined1 local_28 [4];
  undefined1 local_24 [4];
  undefined1 local_20;
  
  iVar2 = *(int *)(this + 0x10);
  iVar4 = CVProfile::GetNumBudgetGroups();
  if (iVar2 < iVar4) {
    local_34 = *(int **)(this + 0x10);
  }
  else {
    local_34 = (int *)CVProfile::GetNumBudgetGroups();
  }
  local_38 = 0;
  if (0 < (int)local_34) {
    local_30 = g_pVProfileForDisplay;
    piVar6 = (int *)0x0;
    do {
      while( true ) {
        puVar5 = (undefined4 *)((int)piVar6 * 8 + *(int *)(local_30 + 0x10a0));
        if ((*(uint *)(this + 0x1c) & puVar5[1]) == 0) break;
        pCVar1 = param_1 + local_38 * 0xc;
        *(undefined4 *)pCVar1 = *puVar5;
        piVar7 = (int *)((int)piVar6 + 1);
        CVProfile::GetBudgetGroupColor
                  ((int)g_pVProfileForDisplay,piVar6,(int *)local_2c,(int *)local_28,(int *)local_24
                  );
        puVar3 = g_pVProfileForDisplay;
        local_38 = local_38 + 1;
        local_30 = g_pVProfileForDisplay;
        *(uint *)(pCVar1 + 8) =
             CONCAT13(local_20,CONCAT12(local_24[0],CONCAT11(local_28[0],local_2c[0])));
        *(undefined4 *)(pCVar1 + 4) =
             *(undefined4 *)(*(int *)(puVar3 + 0x10a0) + 4 + (int)piVar6 * 8);
        piVar6 = piVar7;
        if (piVar7 == local_34) {
          return;
        }
      }
      piVar6 = (int *)((int)piVar6 + 1);
    } while (piVar6 != local_34);
  }
  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)