L L4D2node

CResponseSystem::PushScript

0x005b4d80 · 297 bytes · __thiscall

_ZN15CResponseSystem10PushScriptEPKcPh

Decompiled

undefined (3 params)

/* CResponseSystem::PushScript(char const*, unsigned char*) */

void __thiscall CResponseSystem::PushScript(CResponseSystem *this,char *param_1,uchar *param_2)

{
  undefined4 uVar1;
  int iVar2;
  undefined4 *puVar3;
  int iVar4;
  int iVar5;
  int iVar6;
  
  uVar1 = (**(code **)(*filesystem + 0x94))(filesystem,param_1);
  iVar6 = *(int *)(this + 0x3d8c);
  iVar4 = *(int *)(this + 0x3d84);
  iVar5 = iVar6 + 1;
  if (iVar4 < iVar5) {
    iVar2 = *(int *)(this + 0x3d88);
    if (-1 < iVar2) {
      if (iVar2 == 0) {
        if (iVar4 == 0) {
          if (iVar5 < 3) {
            iVar2 = 2;
            goto LAB_005b4e3f;
          }
          iVar4 = 2;
        }
        do {
          iVar2 = iVar4 * 2;
          if (iVar5 <= iVar2) break;
          iVar2 = iVar4 * 4;
          iVar4 = iVar2;
        } while (iVar2 < iVar5);
      }
      else {
        for (iVar2 = (iVar6 / iVar2 + 1) * iVar2; iVar2 < iVar5; iVar2 = (iVar2 + iVar5) / 2) {
        }
      }
LAB_005b4e3f:
      *(int *)(this + 0x3d84) = iVar2;
      if (*(void **)(this + 0x3d80) == (void *)0x0) {
        puVar3 = malloc(iVar2 << 4);
        *(undefined4 **)(this + 0x3d80) = puVar3;
      }
      else {
        puVar3 = realloc(*(void **)(this + 0x3d80),iVar2 << 4);
        iVar6 = *(int *)(this + 0x3d8c);
        *(undefined4 **)(this + 0x3d80) = puVar3;
        iVar5 = iVar6 + 1;
      }
      goto LAB_005b4dbf;
    }
  }
  puVar3 = *(undefined4 **)(this + 0x3d80);
LAB_005b4dbf:
  *(int *)(this + 0x3d8c) = iVar5;
  *(undefined4 **)(this + 0x3d90) = puVar3;
  if (0 < iVar6) {
    _V_memmove(puVar3 + 4,puVar3,iVar6 << 4);
    puVar3 = *(undefined4 **)(this + 0x3d80);
  }
  if (puVar3 != (undefined4 *)0x0) {
    puVar3[3] = 0;
    *puVar3 = param_2;
    puVar3[2] = param_2;
    puVar3[1] = uVar1;
  }
  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)