GCSDK::CMessageList::AssureBucket
0x00070cf0 · 154 bytes · __thiscall
_ZN5GCSDK12CMessageList12AssureBucketEi
Decompiled
undefined (2 params)
/* GCSDK::CMessageList::AssureBucket(int) */
void __thiscall GCSDK::CMessageList::AssureBucket(CMessageList *this,int param_1)
{
int iVar1;
int iVar2;
void *pvVar3;
int iVar4;
int *piVar5;
iVar4 = *(int *)(this + 0xc);
if (iVar4 <= param_1) {
iVar1 = param_1 + 7;
CUtlVector<short*,CUtlMemory<short*,int>>::EnsureCount
((CUtlVector<short*,CUtlMemory<short*,int>> *)this,iVar1);
if (iVar4 < iVar1) {
iVar2 = iVar4 * 4;
do {
iVar4 = iVar4 + 1;
*(undefined4 *)(*(int *)this + iVar2) = 0;
iVar2 = iVar2 + 4;
} while (iVar4 != iVar1);
}
}
piVar5 = (int *)(*(int *)this + param_1 * 4);
if (*piVar5 == 0) {
pvVar3 = malloc(0x20);
*piVar5 = (int)pvVar3;
iVar4 = 0;
do {
*(undefined2 *)(*(int *)(*(int *)this + param_1 * 4) + iVar4) = 0xffff;
iVar4 = iVar4 + 2;
} while (iVar4 != 0x20);
return;
}
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.