CWorkshop::GetAddOnFiles
0x0023dab0 · 154 bytes · __thiscall
_ZN9CWorkshop13GetAddOnFilesEP10CUtlVectorIy10CUtlMemoryIyiEE
Decompiled
undefined (2 params)
/* CWorkshop::GetAddOnFiles(CUtlVector<unsigned long long, CUtlMemory<unsigned long long, int> >*)
*/
void __thiscall CWorkshop::GetAddOnFiles(CWorkshop *this,CUtlVector *param_1)
{
int iVar1;
int iVar2;
undefined4 uVar3;
int iVar4;
int iVar5;
if (param_1 != (CUtlVector *)0x0) {
iVar4 = *(int *)(this + 0xf4);
iVar5 = *(int *)(param_1 + 0xc);
if (iVar4 != 0) {
CUtlVector<unsigned_long_long,CUtlMemory<unsigned_long_long,int>>::GrowVector
((CUtlVector<unsigned_long_long,CUtlMemory<unsigned_long_long,int>> *)param_1,iVar4)
;
CUtlVector<unsigned_long_long,CUtlMemory<unsigned_long_long,int>>::ShiftElementsRight
((CUtlVector<unsigned_long_long,CUtlMemory<unsigned_long_long,int>> *)param_1,iVar5,
iVar4);
if (0 < *(int *)(this + 0xf4)) {
iVar4 = 0;
iVar5 = iVar5 * 8;
do {
iVar2 = *(int *)param_1;
iVar1 = iVar4 * 8;
uVar3 = *(undefined4 *)(*(int *)(this + 0xe8) + iVar4 * 8);
iVar4 = iVar4 + 1;
*(undefined4 *)(iVar2 + 4 + iVar5) = *(undefined4 *)(*(int *)(this + 0xe8) + 4 + iVar1);
*(undefined4 *)(iVar2 + iVar5) = uVar3;
iVar5 = iVar5 + 8;
} while (iVar4 < *(int *)(this + 0xf4));
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.