CRestore::ScanAheadForHammerID
0x004a6820 · 238 bytes · __thiscall
_ZN8CRestore20ScanAheadForHammerIDEv
Decompiled
undefined (1 param)
/* CRestore::ScanAheadForHammerID() */
undefined4 __thiscall CRestore::ScanAheadForHammerID(CRestore *this)
{
int *piVar1;
int iVar2;
char *pcVar3;
int iVar4;
undefined4 uVar5;
int iVar6;
int iVar7;
ushort local_20;
ushort local_1e;
iVar7 = 0;
iVar6 = *(int *)(*(int *)(this + 0x18) + 8);
(**(code **)(*(int *)this + 0x30))(this);
(**(code **)(*(int *)this + 0x30))(this);
iVar2 = (**(code **)(*(int *)this + 0x3c))(this);
if (0 < iVar2) {
do {
(**(code **)(*(int *)this + 0x24))(this,&local_20);
pcVar3 = "<<illegal>>";
if ((int)(uint)local_1e < *(int *)(*(int *)(this + 0x18) + 0x10)) {
pcVar3 = *(char **)(*(int *)(*(int *)(this + 0x18) + 0x14) + (uint)local_1e * 4);
}
iVar4 = _V_stricmp("m_iHammerID",pcVar3);
if (iVar4 == 0) {
iVar7 = *(int *)(this + 0x18);
iVar4 = *(int *)(iVar7 + 8);
iVar2 = *(int *)(iVar7 + 0xc);
if (iVar4 == iVar2) goto LAB_004a68e6;
if (iVar2 - iVar4 < 4) {
*(int *)(iVar7 + 8) = iVar2;
uVar5 = 0xffffffff;
iVar7 = *(int *)(this + 0x18);
iVar4 = *(int *)(iVar7 + 8);
}
else {
uVar5 = **(undefined4 **)(iVar7 + 4);
*(int *)(iVar7 + 8) = iVar4 + 4;
*(undefined4 **)(iVar7 + 4) = *(undefined4 **)(iVar7 + 4) + 1;
iVar7 = *(int *)(this + 0x18);
iVar4 = *(int *)(iVar7 + 8);
}
goto LAB_004a68eb;
}
iVar4 = *(int *)(this + 0x18);
iVar7 = iVar7 + 1;
piVar1 = (int *)(iVar4 + 4);
*piVar1 = *piVar1 + (uint)local_20;
piVar1 = (int *)(iVar4 + 8);
*piVar1 = *piVar1 + (uint)local_20;
} while (iVar7 != iVar2);
}
iVar7 = *(int *)(this + 0x18);
iVar4 = *(int *)(iVar7 + 8);
LAB_004a68e6:
uVar5 = 0xffffffff;
LAB_004a68eb:
iVar6 = iVar4 - iVar6;
if (iVar4 < iVar6) {
iVar6 = iVar4;
}
*(int *)(iVar7 + 4) = *(int *)(iVar7 + 4) - iVar6;
*(int *)(iVar7 + 8) = iVar4 - iVar6;
return uVar5;
}
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.