CSave::WriteHeader
0x004a81c0 · 309 bytes · __thiscall
_ZN5CSave11WriteHeaderEPKci
Decompiled
undefined (3 params)
/* CSave::WriteHeader(char const*, int) */
void __thiscall CSave::WriteHeader(CSave *this,char *param_1,int param_2)
{
undefined4 *puVar1;
char cVar2;
uint uVar3;
uint uVar4;
int iVar5;
int iVar6;
uint uVar7;
uint uVar8;
char *pcVar9;
undefined2 local_20;
undefined2 local_1e [7];
local_20 = (undefined2)param_2;
cVar2 = *param_1;
if (cVar2 == '\0') {
uVar3 = 0;
}
else {
uVar3 = 0;
pcVar9 = param_1;
do {
iVar6 = 4;
do {
uVar4 = uVar3 >> 1;
uVar8 = uVar3 & 1;
uVar3 = uVar4;
if (uVar8 != 0) {
uVar3 = uVar4 | 0x80000000;
}
iVar6 = iVar6 + -1;
} while (iVar6 != 0);
pcVar9 = pcVar9 + 1;
uVar3 = uVar3 ^ (int)cVar2;
cVar2 = *pcVar9;
} while (cVar2 != '\0');
}
uVar4 = *(uint *)(*(int *)(this + 0x18) + 0x10);
if (0 < (int)uVar4) {
iVar6 = *(int *)(*(int *)(this + 0x18) + 0x14);
uVar8 = uVar3 % uVar4 & 0xffff;
uVar3 = uVar4 + uVar8;
do {
uVar7 = uVar8 - uVar4;
if ((int)uVar8 < (int)uVar4) {
uVar7 = uVar8;
}
puVar1 = (undefined4 *)(iVar6 + uVar7 * 4);
pcVar9 = (char *)*puVar1;
if (pcVar9 == (char *)0x0) {
LAB_004a8285:
*puVar1 = param_1;
goto LAB_004a8292;
}
iVar5 = strcmp(param_1,pcVar9);
if (iVar5 == 0) goto LAB_004a8285;
uVar8 = uVar8 + 1;
} while (uVar8 != uVar3);
}
Warning("CSaveRestoreBuffer::TokenHash() is COMPLETELY FULL!");
uVar7 = 0;
LAB_004a8292:
local_1e[0] = (undefined2)uVar7;
if (0x7fff < (uint)param_2) {
Warning("CSave::WriteHeader() size parameter exceeds \'short\'!\n");
}
BufferData(this,(char *)&local_20,2);
BufferData(this,(char *)local_1e,2);
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.