classify_object_over_fdes
0x0029e660 · 344 bytes · unknown
Decompiled
undefined (0 params)
int classify_object_over_fdes(void)
{
ushort uVar1;
uint *in_EAX;
uint uVar2;
int *in_EDX;
int iVar3;
uint uVar4;
int iVar5;
byte local_2c;
int local_20;
uint local_10;
if (*in_EDX == 0) {
local_20 = 0;
}
else {
local_20 = 0;
iVar3 = 0;
do {
iVar5 = iVar3;
if (in_EDX[1] != 0) {
iVar5 = (int)in_EDX + (4 - in_EDX[1]);
if (iVar3 != iVar5) {
uVar2 = get_cie_encoding();
if (uVar2 == 0xff) {
return -1;
}
base_from_object_isra_3(in_EAX + 2);
uVar1 = (ushort)in_EAX[4];
if ((uVar1 & 0x7f8) == 0x7f8) {
local_2c = (byte)uVar2;
*(ushort *)(in_EAX + 4) = uVar1 & 0xf807 | (ushort)local_2c << 3;
}
else if (uVar2 != (byte)(uVar1 >> 3)) {
*(byte *)(in_EAX + 4) = (byte)in_EAX[4] | 4;
}
}
read_encoded_value_with_base(in_EDX + 2,&local_10);
uVar4 = 0xffffffff;
uVar2 = size_of_encoded_value();
if (uVar2 < 4) {
uVar4 = (1 << ((char)uVar2 * '\b' & 0x1fU)) - 1;
}
if (((uVar4 & local_10) != 0) && (local_20 = local_20 + 1, local_10 < *in_EAX)) {
*in_EAX = local_10;
}
}
in_EDX = (int *)((int)in_EDX + *in_EDX + 4);
iVar3 = iVar5;
} while (*in_EDX != 0);
}
return local_20;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
⚠ This function has no mangled symbol — it may be internal/static. The
Linux gamedata field uses @-prefix symbol resolution which
requires an exported mangled name. You'll need a Linux byte signature
for this one (extract via extract_signature.java).
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.