CResponseSystem::FakeDepletes
0x005b6c10 · 381 bytes · __thiscall
_ZN15CResponseSystem12FakeDepletesEP13ResponseGroupP15IResponseFilter
Decompiled
undefined (3 params)
/* CResponseSystem::FakeDepletes(ResponseGroup*, IResponseFilter*) */
void __thiscall
CResponseSystem::FakeDepletes(CResponseSystem *this,ResponseGroup *param_1,IResponseFilter *param_2)
{
int iVar1;
char cVar2;
int iVar3;
int iVar4;
int iVar5;
int local_20 [4];
*(undefined4 *)(this + 0x38c0) = 0;
iVar1 = *(int *)(param_1 + 8);
if (((param_2 != (IResponseFilter *)0x0) && (((byte)param_1[0x13] & 1) != 0)) &&
(local_20[0] = 0, 0 < iVar1)) {
do {
while ((iVar3 = local_20[0] * 0x50 + *(int *)param_1,
*(ResponseGroup *)(iVar3 + 0x2e) == param_1[0x12] ||
(cVar2 = (*(code *)**(undefined4 **)param_2)
(param_2,*(byte *)(iVar3 + 0x2f) & 0x3f,
*(undefined4 *)(iVar3 + 0x28)), cVar2 != '\0'))) {
local_20[0] = local_20[0] + 1;
if (iVar1 <= local_20[0]) goto LAB_005b6ced;
}
CUtlVector<int,CUtlMemory<int,int>>::InsertBefore
((CUtlVector<int,CUtlMemory<int,int>> *)(this + 0x38b4),*(int *)(this + 0x38c0),
local_20);
if ((((byte)param_1[0x13] & 1) != 0) &&
((-1 < local_20[0] && (local_20[0] < *(int *)(param_1 + 8))))) {
*(ResponseGroup *)(local_20[0] * 0x50 + *(int *)param_1 + 0x2e) = param_1[0x12];
}
local_20[0] = local_20[0] + 1;
} while (local_20[0] < iVar1);
}
LAB_005b6ced:
local_20[0] = 0;
if (0 < iVar1) {
do {
while ((((iVar5 = local_20[0] * 0x50, iVar3 = *(int *)param_1, iVar4 = RandomInt(1,100),
iVar4 <= *(short *)(iVar5 + iVar3 + 0xc) ||
(CUtlVector<int,CUtlMemory<int,int>>::InsertBefore
((CUtlVector<int,CUtlMemory<int,int>> *)(this + 0x38b4),
*(int *)(this + 0x38c0),local_20), ((byte)param_1[0x13] & 1) == 0)) ||
(local_20[0] < 0)) || (*(int *)(param_1 + 8) <= local_20[0]))) {
local_20[0] = local_20[0] + 1;
if (iVar1 <= local_20[0]) {
return;
}
}
iVar3 = local_20[0] + 1;
*(ResponseGroup *)(local_20[0] * 0x50 + *(int *)param_1 + 0x2e) = param_1[0x12];
local_20[0] = iVar3;
} while (iVar3 < iVar1);
}
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.