CVProfRecorder::FindVProfNodeByID_R
0x002361b0 · 412 bytes · __thiscall
_ZN14CVProfRecorder19FindVProfNodeByID_REP10CVProfNodei
Decompiled
undefined (3 params)
/* CVProfRecorder::FindVProfNodeByID_R(CVProfNode*, int) */
void __thiscall
CVProfRecorder::FindVProfNodeByID_R(CVProfRecorder *this,CVProfNode *param_1,int param_2)
{
int iVar1;
int iVar2;
int iVar3;
int iVar4;
int iVar5;
int iVar6;
int iVar7;
CVProfNode *pCVar8;
int iVar9;
int local_28;
if ((*(int *)(param_1 + 0x78) != param_2) && (local_28 = *(int *)(param_1 + 0x68), local_28 != 0))
{
while (param_2 != *(int *)(local_28 + 0x78)) {
for (iVar1 = *(int *)(local_28 + 0x68); iVar1 != 0; iVar1 = *(int *)(iVar1 + 0x6c)) {
if (param_2 == *(int *)(iVar1 + 0x78)) {
return;
}
for (iVar2 = *(int *)(iVar1 + 0x68); iVar2 != 0; iVar2 = *(int *)(iVar2 + 0x6c)) {
if (param_2 == *(int *)(iVar2 + 0x78)) {
return;
}
for (iVar3 = *(int *)(iVar2 + 0x68); iVar3 != 0; iVar3 = *(int *)(iVar3 + 0x6c)) {
if (param_2 == *(int *)(iVar3 + 0x78)) {
return;
}
for (iVar4 = *(int *)(iVar3 + 0x68); iVar4 != 0; iVar4 = *(int *)(iVar4 + 0x6c)) {
if (param_2 == *(int *)(iVar4 + 0x78)) {
return;
}
for (iVar5 = *(int *)(iVar4 + 0x68); iVar5 != 0; iVar5 = *(int *)(iVar5 + 0x6c)) {
if (param_2 == *(int *)(iVar5 + 0x78)) {
return;
}
for (iVar6 = *(int *)(iVar5 + 0x68); iVar6 != 0; iVar6 = *(int *)(iVar6 + 0x6c)) {
if (param_2 == *(int *)(iVar6 + 0x78)) {
return;
}
for (iVar7 = *(int *)(iVar6 + 0x68); iVar7 != 0; iVar7 = *(int *)(iVar7 + 0x6c)) {
if (param_2 == *(int *)(iVar7 + 0x78)) {
return;
}
for (pCVar8 = *(CVProfNode **)(iVar7 + 0x68); pCVar8 != (CVProfNode *)0x0;
pCVar8 = *(CVProfNode **)(pCVar8 + 0x6c)) {
iVar9 = FindVProfNodeByID_R(this,pCVar8,param_2);
if (iVar9 != 0) {
return;
}
}
}
}
}
}
}
}
}
local_28 = *(int *)(local_28 + 0x6c);
if (local_28 == 0) {
return;
}
}
}
return;
}
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.