L L4D2node

CGameGibManager::AddGibToLRU

0x0049bd70 · 470 bytes · __thiscall

_ZN15CGameGibManager11AddGibToLRUEP14CBaseAnimating

Decompiled

undefined (2 params)

/* CGameGibManager::AddGibToLRU(CBaseAnimating*) */

void __thiscall CGameGibManager::AddGibToLRU(CGameGibManager *this,CBaseAnimating *param_1)

{
  int iVar1;
  ushort uVar2;
  ushort uVar3;
  uint uVar4;
  uint *puVar5;
  undefined4 *puVar6;
  undefined *puVar7;
  CBaseEntity *local_30;
  undefined4 local_20 [4];
  
  if (param_1 != (CBaseAnimating *)0x0) {
    uVar3 = *(ushort *)(this + 0x44c);
    while (uVar2 = uVar3, uVar2 != 0xffff) {
      iVar1 = (uint)uVar2 * 8;
      puVar5 = (uint *)(*(int *)(this + 0x440) + iVar1);
      uVar3 = *(ushort *)((int)puVar5 + 6);
      uVar4 = *puVar5;
      if ((((uVar4 == 0xffffffff) ||
           (puVar7 = g_pEntityList + (uVar4 & 0xfff) * 0x10, puVar7 == (undefined *)0xfffffffc)) ||
          (*(uint *)(puVar7 + 8) != uVar4 >> 0xc)) || (*(int *)(puVar7 + 4) == 0)) {
        CUtlLinkedList<CHandle<CBaseAnimating>,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CHandle<CBaseAnimating>,unsigned_short>,unsigned_short>>
        ::Unlink((CUtlLinkedList<CHandle<CBaseAnimating>,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CHandle<CBaseAnimating>,unsigned_short>,unsigned_short>>
                  *)(this + 0x440),uVar2);
        *(undefined2 *)(*(int *)(this + 0x440) + 6 + iVar1) = *(undefined2 *)(this + 0x450);
        *(ushort *)(this + 0x450) = uVar2;
      }
    }
    if (0 < *(int *)(this + 0x460)) {
      if (*(int *)(this + 0x460) <= (int)(uint)*(ushort *)(this + 0x452)) {
        do {
          uVar3 = *(ushort *)(this + 0x44c);
          local_30 = (CBaseEntity *)0x0;
          uVar4 = *(uint *)(*(int *)(this + 0x440) + (uint)uVar3 * 8);
          if (((uVar4 != 0xffffffff) &&
              (puVar7 = g_pEntityList + (uVar4 & 0xfff) * 0x10, puVar7 != (undefined *)0xfffffffc))
             && (*(uint *)(puVar7 + 8) == uVar4 >> 0xc)) {
            local_30 = *(CBaseEntity **)(puVar7 + 4);
          }
          UTIL_Remove(local_30);
          CUtlLinkedList<CHandle<CBaseAnimating>,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CHandle<CBaseAnimating>,unsigned_short>,unsigned_short>>
          ::Unlink((CUtlLinkedList<CHandle<CBaseAnimating>,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CHandle<CBaseAnimating>,unsigned_short>,unsigned_short>>
                    *)(this + 0x440),uVar3);
          *(undefined2 *)(*(int *)(this + 0x440) + 6 + (uint)uVar3 * 8) =
               *(undefined2 *)(this + 0x450);
          *(ushort *)(this + 0x450) = uVar3;
        } while (*(int *)(this + 0x460) <= (int)(uint)*(ushort *)(this + 0x452));
      }
      local_20[0] = 0xffffffff;
      puVar6 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
      local_20[0] = *puVar6;
      CUtlLinkedList<CHandle<CBaseAnimating>,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CHandle<CBaseAnimating>,unsigned_short>,unsigned_short>>
      ::InsertBefore((CUtlLinkedList<CHandle<CBaseAnimating>,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CHandle<CBaseAnimating>,unsigned_short>,unsigned_short>>
                      *)(this + 0x440),0xffff,(CHandle *)local_20);
      *(undefined4 *)(this + 0x468) = *(undefined4 *)(gpGlobals + 4);
    }
  }
  return;
}

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)