IceKey::set
0x00270d60 · 260 bytes · __thiscall
_ZN6IceKey3setEPKh
Decompiled
undefined (2 params)
/* IceKey::set(unsigned char const*) */
void __thiscall IceKey::set(IceKey *this,uchar *param_1)
{
uchar *puVar1;
int iVar2;
undefined2 *puVar3;
undefined2 *puVar4;
int iVar5;
int local_24;
undefined2 local_1a;
ushort local_18 [3];
undefined2 local_12;
if (*(int *)(this + 4) != 8) {
if (0 < *(int *)this) {
local_24 = 0;
iVar5 = 0;
do {
puVar1 = param_1 + iVar5;
puVar3 = &local_12;
do {
puVar4 = puVar3 + -1;
*puVar3 = CONCAT11(*puVar1,puVar1[1]);
puVar1 = puVar1 + 2;
puVar3 = puVar4;
} while (puVar4 != &local_1a);
scheduleBuild(this,local_18,iVar5,(int *)ice_keyrot);
iVar2 = (*(int *)(this + 4) + -8) - iVar5;
iVar5 = iVar5 + 8;
scheduleBuild(this,local_18,iVar2,(int *)(ice_keyrot + 0x20));
local_24 = local_24 + 1;
} while (local_24 < *(int *)this);
}
return;
}
iVar5 = 0;
do {
puVar1 = param_1 + iVar5;
iVar2 = iVar5 + 1;
puVar3 = (undefined2 *)((int)&local_12 - iVar5);
iVar5 = iVar5 + 2;
*puVar3 = CONCAT11(*puVar1,param_1[iVar2]);
} while (iVar5 != 8);
scheduleBuild(this,local_18,0,(int *)ice_keyrot);
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.