CWorkshop::WorkshopItemsReady
0x0023ca00 · 216 bytes · __thiscall
_ZNK9CWorkshop18WorkshopItemsReadyERb
Decompiled
undefined (2 params)
/* CWorkshop::WorkshopItemsReady(bool&) const */
uint __thiscall CWorkshop::WorkshopItemsReady(CWorkshop *this,bool *param_1)
{
uint uVar1;
int iVar2;
int *piVar3;
int iVar4;
int local_24;
*param_1 = false;
uVar1 = (uint)(byte)this[0xa4];
if (this[0xa4] != (CWorkshop)0x0) {
iVar2 = *(int *)(this + 0xb8);
local_24 = 0;
if (0 < iVar2) {
iVar4 = 0;
do {
while (iVar2 = (**(code **)(*(int *)this + 0x24))
(this,*(undefined4 *)(*(int *)(this + 0xac) + iVar4 * 8),
*(undefined4 *)(*(int *)(this + 0xac) + 4 + iVar4 * 8)),
iVar2 == 0) {
LAB_0023ca49:
iVar2 = *(int *)(this + 0xb8);
iVar4 = iVar4 + 1;
if (iVar2 <= iVar4) goto LAB_0023cac0;
}
piVar3 = (int *)(**(code **)(*(int *)this + 0x14))(this);
iVar2 = (**(code **)(*piVar3 + 0x30))
(piVar3,*(undefined4 *)(iVar2 + 0x8c),*(undefined4 *)(iVar2 + 0x90));
if (iVar2 != 4) {
if (iVar2 == -1) {
*param_1 = true;
return 0;
}
goto LAB_0023ca49;
}
iVar2 = *(int *)(this + 0xb8);
iVar4 = iVar4 + 1;
local_24 = local_24 + 1;
} while (iVar4 < iVar2);
}
LAB_0023cac0:
uVar1 = CONCAT31((int3)((uint)iVar2 >> 8),local_24 == iVar2);
}
return uVar1;
}
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.