CPhysSaveRestoreBlockHandler::SaveQueueFunc
0x00481b50 · 177 bytes · __cdecl
_ZN28CPhysSaveRestoreBlockHandler13SaveQueueFuncERKNS_12QueuedItem_tES2_
Decompiled
undefined (2 params)
/* CPhysSaveRestoreBlockHandler::SaveQueueFunc(CPhysSaveRestoreBlockHandler::QueuedItem_t const&,
CPhysSaveRestoreBlockHandler::QueuedItem_t const&) */
bool CPhysSaveRestoreBlockHandler::SaveQueueFunc(QueuedItem_t *param_1,QueuedItem_t *param_2)
{
uint uVar1;
undefined *puVar2;
int iVar3;
int iVar4;
if (*(int *)param_1 != *(int *)param_2) {
return *(int *)param_2 < *(int *)param_1;
}
uVar1 = *(uint *)(param_1 + 4);
iVar3 = 0;
if (((uVar1 != 0xffffffff) &&
(puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) {
iVar3 = *(int *)(puVar2 + 4);
}
if (*(int *)(iVar3 + 0x30) == 0) {
iVar3 = 0;
}
else {
iVar3 = *(int *)(iVar3 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
uVar1 = *(uint *)(param_2 + 4);
iVar4 = 0;
if (((uVar1 != 0xffffffff) &&
(puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) {
iVar4 = *(int *)(puVar2 + 4);
}
if (*(int *)(iVar4 + 0x30) == 0) {
iVar4 = 0;
}
else {
iVar4 = *(int *)(iVar4 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
return iVar4 < iVar3;
}
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.