CResponseQueue::AddExpresserHost
0x005da8c0 · 263 bytes · __thiscall
_ZN14CResponseQueue16AddExpresserHostEP11CBaseEntity
Decompiled
undefined (2 params)
/* CResponseQueue::AddExpresserHost(CBaseEntity*) */
void __thiscall CResponseQueue::AddExpresserHost(CResponseQueue *this,CBaseEntity *param_1)
{
uint uVar1;
uint *puVar2;
int iVar3;
undefined *puVar4;
int iVar5;
uint local_20 [4];
local_20[0] = 0xffffffff;
if (param_1 != (CBaseEntity *)0x0) {
puVar2 = (uint *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
local_20[0] = *puVar2;
}
iVar3 = CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>::Find
((CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>> *)
(this + 0x2c),(CHandle *)local_20);
if (-1 < iVar3) {
return;
}
iVar3 = *(int *)(this + 0x38);
if (iVar3 < 1) {
LAB_005da968:
CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>::InsertBefore
((CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>> *)
(this + 0x2c),iVar3,(CHandle *)local_20);
return;
}
puVar2 = *(uint **)(this + 0x2c);
uVar1 = *puVar2;
if ((((uVar1 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar4 + 4) != 0)) {
iVar5 = 0;
do {
puVar2 = puVar2 + 1;
iVar5 = iVar5 + 1;
if (iVar5 == iVar3) goto LAB_005da968;
uVar1 = *puVar2;
} while (((uVar1 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc))
&& ((*(uint *)(puVar4 + 8) == uVar1 >> 0xc && (*(int *)(puVar4 + 4) != 0))));
}
*puVar2 = local_20[0];
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.