L L4D2node

EventList_AddEventEntry

0x0044c3b0 · 322 bytes · __cdecl

_Z23EventList_AddEventEntryPKcibi

Decompiled

undefined (4 params)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* EventList_AddEventEntry(char const*, int, bool, int) */

int * EventList_AddEventEntry(char *param_1,int param_2,bool param_3,int param_4)

{
  int iVar1;
  int iVar2;
  undefined2 uVar3;
  int iVar4;
  int iVar5;
  int *piVar6;
  
  iVar2 = DAT_00f7a01c;
  iVar4 = DAT_00f7a01c + 1;
  if ((iVar4 <= DAT_00f7a014) || (DAT_00f7a018 < 0)) goto LAB_0044c3dd;
  if (DAT_00f7a018 == 0) {
    if (DAT_00f7a014 == 0) {
      if (iVar4 < 4) {
        DAT_00f7a014 = 3;
        goto LAB_0044c486;
      }
      DAT_00f7a014 = 3;
    }
    do {
      DAT_00f7a014 = DAT_00f7a014 * 2;
    } while (DAT_00f7a014 < iVar4);
  }
  else {
    for (DAT_00f7a014 = (DAT_00f7a01c / DAT_00f7a018 + 1) * DAT_00f7a018; DAT_00f7a014 < iVar4;
        DAT_00f7a014 = (DAT_00f7a014 + iVar4) / 2) {
    }
  }
LAB_0044c486:
  if (g_EventList == (void *)0x0) {
    g_EventList = malloc(DAT_00f7a014 * 0xc);
  }
  else {
    g_EventList = realloc(g_EventList,DAT_00f7a014 * 0xc);
    iVar4 = DAT_00f7a01c + 1;
  }
LAB_0044c3dd:
  iVar1 = (iVar4 - iVar2) + -1;
  iVar5 = iVar2 * 0xc;
  DAT_00f7a01c = iVar4;
  _DAT_00f7a020 = g_EventList;
  if (0 < iVar1) {
    _V_memmove((void *)((int)g_EventList + iVar5 + 0xc),(void *)((int)g_EventList + iVar5),
               iVar1 * 0xc);
  }
  piVar6 = (int *)(iVar5 + (int)g_EventList);
  *piVar6 = param_2;
  uVar3 = CStringRegistry::AddString((CStringRegistry *)&g_EventStrings,param_1,iVar2);
  *(undefined2 *)(piVar6 + 2) = uVar3;
  iVar4 = g_HighestEvent;
  *(ushort *)((int)piVar6 + 10) = (ushort)param_3;
  piVar6[1] = param_4;
  if (iVar4 < param_2) {
    g_HighestEvent = param_2;
  }
  return piVar6;
}

SourceMod gamedata

paste into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)