InitializeMemberSettings
0x00035630 · 206 bytes · __cdecl
_Z24InitializeMemberSettingsP9KeyValues
Decompiled
undefined (1 param)
/* InitializeMemberSettings(KeyValues*) */
void InitializeMemberSettings(KeyValues *param_1)
{
uint uVar1;
uint uVar2;
byte bVar3;
ulonglong uVar4;
int *piVar5;
uint *puVar6;
KeyValues *this;
uint uVar7;
int iVar8;
uint uVar9;
uint uVar10;
KeyValues *local_20 [4];
piVar5 = (int *)(**(code **)(*g_pPlayerManager + 4))(g_pPlayerManager,0);
if (piVar5 != (int *)0x0) {
puVar6 = (uint *)(**(code **)(*piVar5 + 0x14))(piVar5,0);
uVar7 = *puVar6;
local_20[0] = (KeyValues *)0x0;
uVar1 = puVar6[3];
uVar2 = puVar6[2];
uVar4 = (**(code **)*piVar5)(piVar5);
this = (KeyValues *)SessionMembersFindPlayer(param_1,uVar4,local_20);
if ((this != (KeyValues *)0x0) && (local_20[0] != (KeyValues *)0x0)) {
if (uVar7 < 0xb) {
iVar8 = 0;
}
else {
uVar9 = 0x40;
if (uVar7 < 0x40) {
uVar9 = uVar7;
}
uVar7 = 0;
iVar8 = 0;
do {
bVar3 = (byte)uVar7 & 0x1f;
uVar10 = uVar2 >> bVar3 | uVar1 << 0x20 - bVar3;
if ((uVar7 & 0x20) != 0) {
uVar10 = uVar1 >> ((byte)uVar7 & 0x1f);
}
uVar7 = uVar7 + 1;
iVar8 = iVar8 + (uVar10 & 1);
} while ((int)uVar7 < (int)uVar9);
}
KeyValues::SetInt(this,"game/sk_versus",iVar8);
}
}
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.