CMatchEventsSubscription::Subscribe
0x0005ca30 · 140 bytes · __thiscall
_ZN24CMatchEventsSubscription9SubscribeEP16IMatchEventsSink
Decompiled
undefined (2 params)
/* CMatchEventsSubscription::Subscribe(IMatchEventsSink*) */
void __thiscall
CMatchEventsSubscription::Subscribe(CMatchEventsSubscription *this,IMatchEventsSink *param_1)
{
int iVar1;
int iVar2;
int iVar3;
int local_20 [4];
if (param_1 != (IMatchEventsSink *)0x0) {
iVar1 = *(int *)(this + 0x10);
if (0 < iVar1) {
if (param_1 == (IMatchEventsSink *)**(int **)(this + 4)) {
iVar3 = 0;
LAB_0005caab:
*(int *)(iVar3 + *(int *)(this + 0x18)) = *(int *)(iVar3 + *(int *)(this + 0x18)) + 1;
return;
}
iVar2 = 0;
do {
iVar2 = iVar2 + 1;
if (iVar2 == iVar1) goto LAB_0005ca6b;
iVar3 = iVar2 * 4;
} while (param_1 != (IMatchEventsSink *)(*(int **)(this + 4))[iVar2]);
if (-1 < iVar2) goto LAB_0005caab;
}
LAB_0005ca6b:
CUtlVector<IMatchEventsSink*,CUtlMemory<IMatchEventsSink*,int>>::InsertBefore
((CUtlVector<IMatchEventsSink*,CUtlMemory<IMatchEventsSink*,int>> *)(this + 4),iVar1,
¶m_1);
local_20[0] = 1;
CUtlVector<int,CUtlMemory<int,int>>::InsertBefore
((CUtlVector<int,CUtlMemory<int,int>> *)(this + 0x18),*(int *)(this + 0x24),local_20);
}
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.