L L4D2node

IceKey::scheduleBuild

0x00270c50 · 248 bytes · __thiscall

_ZN6IceKey13scheduleBuildEPtiPKi

Decompiled

undefined (4 params)

/* IceKey::scheduleBuild(unsigned short*, int, int const*) */

void __thiscall IceKey::scheduleBuild(IceKey *this,ushort *param_1,int param_2,int *param_3)

{
  ushort *puVar1;
  ushort uVar2;
  int iVar3;
  undefined4 *puVar4;
  uint uVar5;
  int iVar6;
  uint uVar7;
  int local_24;
  int local_20;
  int local_18;
  
  local_20 = 0;
  local_24 = param_2 * 0xc;
  do {
    uVar7 = 0;
    local_18 = 0;
    iVar3 = param_3[local_20];
    puVar4 = (undefined4 *)(local_24 + *(int *)(this + 8));
    *puVar4 = 0;
    puVar4[1] = 0;
    puVar4[2] = 0;
    while( true ) {
      iVar6 = 0;
      while( true ) {
        uVar5 = iVar3 + iVar6;
        iVar6 = iVar6 + 1;
        puVar1 = param_1 + (uVar5 & 3);
        uVar2 = *puVar1;
        puVar4[local_18 % 3] = (uint)(uVar2 & 1) | uVar7 * 2;
        *puVar1 = (uVar2 & 1 ^ 1) << 0xf | (ushort)((int)(uint)*puVar1 >> 1);
        if (iVar6 == 4) break;
        uVar7 = puVar4[local_18 % 3];
      }
      local_18 = local_18 + 1;
      if (local_18 == 0xf) break;
      uVar7 = puVar4[local_18 % 3];
    }
    local_20 = local_20 + 1;
    local_24 = local_24 + 0xc;
  } while (local_20 != 8);
  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)