CBaseAnimatingOverlay::AllocateLayer
0x005ed7e0 · 658 bytes · __thiscall
_ZN21CBaseAnimatingOverlay13AllocateLayerEi
Decompiled
undefined (2 params)
/* CBaseAnimatingOverlay::AllocateLayer(int) */
int __thiscall CBaseAnimatingOverlay::AllocateLayer(CBaseAnimatingOverlay *this,int param_1)
{
undefined4 uVar1;
int iVar2;
CBaseEdict *pCVar3;
uint *puVar4;
int iVar5;
int iVar6;
int iVar7;
int iVar8;
int local_28;
int local_24;
int local_20;
iVar6 = *(int *)(this + 0x1400);
if (iVar6 < 1) {
local_20 = 0;
iVar7 = 0;
LAB_005eda35:
local_24 = CUtlVector<CAnimationLayer,CUtlMemory<CAnimationLayer,int>>::InsertBefore
((CUtlVector<CAnimationLayer,CUtlMemory<CAnimationLayer,int>> *)
(this + 0x13f4),iVar6);
local_28 = local_24 * 0x4c;
CAnimationLayer::Init((CAnimationLayer *)(local_28 + *(int *)(this + 0x13f4)),this);
iVar8 = *(int *)(this + 0x1400);
}
else {
puVar4 = *(uint **)(this + 0x13f4);
iVar7 = 0;
local_24 = -1;
local_20 = 0;
iVar2 = 0;
LAB_005ed835:
do {
iVar8 = iVar2;
iVar2 = local_24;
if ((*puVar4 & 1) == 0) {
if (((*puVar4 & 0x20) == 0) && (iVar2 = iVar8, local_24 != -1)) {
iVar7 = iVar7 + 1;
puVar4 = puVar4 + 0x13;
iVar2 = iVar8 + 1;
if (iVar8 + 1 == iVar6) break;
goto LAB_005ed835;
}
}
else if (((int)puVar4[0xe] <= param_1) && (local_20 < (int)(puVar4[0xf] + 1))) {
local_20 = puVar4[0xf] + 1;
}
local_24 = iVar2;
puVar4 = puVar4 + 0x13;
iVar2 = iVar8 + 1;
} while (iVar8 + 1 != iVar6);
iVar8 = iVar8 + 1;
if (local_24 == -1) {
if (0xe < iVar8) {
return -1;
}
goto LAB_005eda35;
}
local_28 = local_24 * 0x4c;
}
if (iVar7 == 0) {
if (iVar8 < 0xf) {
iVar6 = CUtlVector<CAnimationLayer,CUtlMemory<CAnimationLayer,int>>::InsertBefore
((CUtlVector<CAnimationLayer,CUtlMemory<CAnimationLayer,int>> *)
(this + 0x13f4),iVar8);
CAnimationLayer::Init((CAnimationLayer *)(iVar6 * 0x4c + *(int *)(this + 0x13f4)),this);
iVar8 = *(int *)(this + 0x1400);
goto LAB_005ed885;
}
}
else {
LAB_005ed885:
if (iVar8 < 1) {
iVar6 = *(int *)(this + 0x13f4);
goto LAB_005ed920;
}
}
iVar6 = *(int *)(this + 0x13f4);
iVar7 = 0;
do {
iVar8 = iVar7 * 0x4c + iVar6;
iVar2 = *(int *)(iVar8 + 0x3c);
if ((local_20 <= iVar2) && (iVar2 < 0xf)) {
iVar6 = *(int *)(iVar8 + 0x48);
if (iVar6 != 0) {
if (*(char *)(iVar6 + 0x6c) == '\0') {
pCVar3 = *(CBaseEdict **)(iVar6 + 0x30);
if (pCVar3 != (CBaseEdict *)0x0) {
*(uint *)pCVar3 = *(uint *)pCVar3 | 0x101;
iVar5 = CBaseEdict::GetChangeAccessor(pCVar3);
*(undefined2 *)(iVar5 + 2) = 0;
}
}
else {
*(byte *)(iVar6 + 0x70) = *(byte *)(iVar6 + 0x70) | 1;
}
uVar1 = *(undefined4 *)(gpGlobals + 0xc);
*(undefined4 *)(iVar6 + 0x78) = 0;
*(undefined4 *)(iVar6 + 0x74) = uVar1;
}
*(int *)(iVar8 + 0x3c) = iVar2 + 1;
iVar6 = *(int *)(this + 0x13f4);
}
iVar7 = iVar7 + 1;
} while (iVar7 < *(int *)(this + 0x1400));
LAB_005ed920:
*(undefined4 *)(iVar6 + local_28) = 1;
iVar7 = *(int *)(this + 0x13f4) + local_28;
iVar6 = gpGlobals;
if (local_20 != *(int *)(iVar7 + 0x3c)) {
iVar2 = *(int *)(iVar7 + 0x48);
if (iVar2 != 0) {
if (*(char *)(iVar2 + 0x6c) == '\0') {
pCVar3 = *(CBaseEdict **)(iVar2 + 0x30);
if (pCVar3 != (CBaseEdict *)0x0) {
*(uint *)pCVar3 = *(uint *)pCVar3 | 0x101;
iVar6 = CBaseEdict::GetChangeAccessor(pCVar3);
*(undefined2 *)(iVar6 + 2) = 0;
}
}
else {
*(byte *)(iVar2 + 0x70) = *(byte *)(iVar2 + 0x70) | 1;
}
iVar6 = gpGlobals;
uVar1 = *(undefined4 *)(gpGlobals + 0xc);
*(undefined4 *)(iVar2 + 0x78) = 0;
*(undefined4 *)(iVar2 + 0x74) = uVar1;
}
*(int *)(iVar7 + 0x3c) = local_20;
iVar7 = local_28 + *(int *)(this + 0x13f4);
}
*(int *)(iVar7 + 0x38) = param_1;
*(undefined4 *)(*(int *)(this + 0x13f4) + 0x44 + local_28) = *(undefined4 *)(iVar6 + 0xc);
return local_24;
}
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.