IGameSystem::Add
0x00467fc0 · 570 bytes · __cdecl
_ZN11IGameSystem3AddEPS_
Decompiled
undefined (1 param)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* IGameSystem::Add(IGameSystem*) */
void IGameSystem::Add(IGameSystem *param_1)
{
int iVar1;
int iVar2;
int iVar3;
iVar1 = DAT_00f7cd98;
iVar2 = DAT_00f7cd98 + 1;
if ((DAT_00f7cd90 < iVar2) && (-1 < DAT_00f7cd94)) {
if (DAT_00f7cd94 == 0) {
iVar3 = DAT_00f7cd90;
if (DAT_00f7cd90 == 0) {
if (iVar2 < 9) {
DAT_00f7cd90 = 8;
goto LAB_004680e7;
}
iVar3 = 8;
}
do {
DAT_00f7cd90 = iVar3 * 2;
if (iVar2 <= DAT_00f7cd90) break;
DAT_00f7cd90 = iVar3 * 4;
iVar3 = DAT_00f7cd90;
} while (DAT_00f7cd90 < iVar2);
}
else {
for (DAT_00f7cd90 = (DAT_00f7cd98 / DAT_00f7cd94 + 1) * DAT_00f7cd94; DAT_00f7cd90 < iVar2;
DAT_00f7cd90 = (DAT_00f7cd90 + iVar2) / 2) {
}
}
LAB_004680e7:
if (s_GameSystems == (void *)0x0) {
s_GameSystems = malloc(DAT_00f7cd90 << 2);
}
else {
s_GameSystems = realloc(s_GameSystems,DAT_00f7cd90 << 2);
iVar2 = DAT_00f7cd98 + 1;
}
}
iVar3 = iVar1 * 4;
iVar1 = (iVar2 - iVar1) + -1;
DAT_00f7cd98 = iVar2;
_DAT_00f7cd9c = s_GameSystems;
if (0 < iVar1) {
_V_memmove((void *)((int)s_GameSystems + iVar3 + 4),(void *)((int)s_GameSystems + iVar3),
iVar1 * 4);
}
if ((undefined4 *)(iVar3 + (int)s_GameSystems) != (undefined4 *)0x0) {
*(undefined4 *)(iVar3 + (int)s_GameSystems) = param_1;
}
if (param_1 == (IGameSystem *)0x0) {
return;
}
iVar1 = __dynamic_cast(param_1,&typeinfo,&IGameSystemPerFrame::typeinfo,0);
iVar2 = DAT_00f7cd84;
if (iVar1 == 0) {
return;
}
iVar1 = DAT_00f7cd84 + 1;
if ((iVar1 <= DAT_00f7cd7c) || (DAT_00f7cd80 < 0)) goto LAB_00468066;
if (DAT_00f7cd80 == 0) {
if (DAT_00f7cd7c == 0) {
if (iVar1 < 9) {
DAT_00f7cd7c = 8;
goto LAB_00468157;
}
DAT_00f7cd7c = 8;
}
do {
DAT_00f7cd7c = DAT_00f7cd7c * 2;
} while (DAT_00f7cd7c < iVar1);
}
else {
for (DAT_00f7cd7c = (DAT_00f7cd84 / DAT_00f7cd80 + 1) * DAT_00f7cd80; DAT_00f7cd7c < iVar1;
DAT_00f7cd7c = (DAT_00f7cd7c + iVar1) / 2) {
}
}
LAB_00468157:
if (s_GameSystemsPerFrame == (void *)0x0) {
s_GameSystemsPerFrame = malloc(DAT_00f7cd7c << 2);
}
else {
s_GameSystemsPerFrame = realloc(s_GameSystemsPerFrame,DAT_00f7cd7c << 2);
iVar1 = DAT_00f7cd84 + 1;
}
LAB_00468066:
iVar3 = iVar2 * 4;
iVar2 = (iVar1 - iVar2) + -1;
DAT_00f7cd84 = iVar1;
_DAT_00f7cd88 = s_GameSystemsPerFrame;
if (0 < iVar2) {
_V_memmove((void *)((int)s_GameSystemsPerFrame + iVar3 + 4),
(void *)((int)s_GameSystemsPerFrame + iVar3),iVar2 * 4);
}
if ((undefined4 *)(iVar3 + (int)s_GameSystemsPerFrame) != (undefined4 *)0x0) {
*(undefined4 *)(iVar3 + (int)s_GameSystemsPerFrame) = param_1;
}
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.