CTeamplayRoundBasedRules::AddPlayedRound
0x004cc7b0 · 367 bytes · __thiscall
_ZN24CTeamplayRoundBasedRules14AddPlayedRoundE8string_t
Decompiled
undefined (2 params)
/* CTeamplayRoundBasedRules::AddPlayedRound(string_t) */
void __thiscall CTeamplayRoundBasedRules::AddPlayedRound(CTeamplayRoundBasedRules *this,int param_2)
{
int iVar1;
int *piVar2;
int iVar3;
int iVar4;
int iVar5;
if (param_2 == 0) {
return;
}
iVar5 = *(int *)(this + 0x27c);
iVar3 = *(int *)(this + 0x274);
iVar1 = iVar5 + 1;
if (iVar3 < iVar1) {
iVar4 = *(int *)(this + 0x278);
if (-1 < iVar4) {
if (iVar4 == 0) {
if (iVar3 == 0) {
if (iVar1 < 9) {
iVar4 = 8;
goto LAB_004cc8bf;
}
iVar3 = 8;
}
do {
iVar4 = iVar3 * 2;
if (iVar1 <= iVar4) break;
iVar4 = iVar3 * 4;
iVar3 = iVar4;
} while (iVar4 < iVar1);
}
else {
for (iVar4 = (iVar5 / iVar4 + 1) * iVar4; iVar4 < iVar1; iVar4 = (iVar4 + iVar1) / 2) {
}
}
LAB_004cc8bf:
*(int *)(this + 0x274) = iVar4;
if (*(void **)(this + 0x270) == (void *)0x0) {
piVar2 = malloc(iVar4 << 2);
*(int **)(this + 0x270) = piVar2;
}
else {
piVar2 = realloc(*(void **)(this + 0x270),iVar4 << 2);
iVar5 = *(int *)(this + 0x27c);
*(int **)(this + 0x270) = piVar2;
iVar1 = iVar5 + 1;
}
goto LAB_004cc7e4;
}
}
piVar2 = *(int **)(this + 0x270);
LAB_004cc7e4:
*(int *)(this + 0x27c) = iVar1;
*(int **)(this + 0x280) = piVar2;
if (0 < iVar5) {
_V_memmove(piVar2 + 1,piVar2,iVar5 << 2);
piVar2 = *(int **)(this + 0x270);
}
if (piVar2 != (int *)0x0) {
*piVar2 = param_2;
}
iVar1 = *(int *)(this + 0x27c);
if (2 < iVar1) {
iVar5 = iVar1 + -1;
iVar3 = iVar1 * 4;
do {
iVar4 = (iVar1 - iVar5) + -1;
if (0 < iVar4) {
_V_memmove((void *)(*(int *)(this + 0x270) + iVar3 + -4),
(void *)(iVar3 + *(int *)(this + 0x270)),iVar4 * 4);
iVar1 = *(int *)(this + 0x27c);
}
iVar5 = iVar5 + -1;
iVar1 = iVar1 + -1;
*(int *)(this + 0x27c) = iVar1;
iVar3 = iVar3 + -4;
} while (iVar5 != 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.