BuildMergedPlayerIndexListForSplitUser
0x006112f0 · 270 bytes · __cdecl
_Z38BuildMergedPlayerIndexListForSplitUseriR10CUtlVectorIi10CUtlMemoryIiiEE
Decompiled
undefined (2 params)
/* BuildMergedPlayerIndexListForSplitUser(int, CUtlVector<int, CUtlMemory<int, int> >&) */
void BuildMergedPlayerIndexListForSplitUser(int param_1,CUtlVector *param_2)
{
byte *pbVar1;
int *piVar2;
char cVar3;
int iVar4;
byte *pbVar5;
int local_14;
int local_10;
pbVar1 = *(byte **)(gpGlobals + 0x58);
if ((uint)param_1 < 0x800) {
if (pbVar1 == (byte *)0x0) {
return;
}
pbVar5 = pbVar1 + param_1 * 0x10;
if ((pbVar1[param_1 * 0x10] & 2) == 0) goto LAB_0061132a;
}
else if (pbVar1 == (byte *)0x0) {
return;
}
pbVar5 = pbVar1;
if ((*pbVar1 & 2) != 0) {
return;
}
LAB_0061132a:
piVar2 = *(int **)(pbVar5 + 0xc);
if ((piVar2 != (int *)0x0) && (iVar4 = (**(code **)(*piVar2 + 0x18))(piVar2), iVar4 != 0)) {
local_14 = param_1;
cVar3 = (**(code **)(*engine + 0x1c8))(engine,param_1);
if ((cVar3 != '\0') && (iVar4 = (**(code **)(*engine + 0x1cc))(engine,param_1), iVar4 != 0)) {
local_14 = iVar4 - *(int *)(gpGlobals + 0x58) >> 4;
}
CUtlVector<int,CUtlMemory<int,int>>::InsertBefore
((CUtlVector<int,CUtlMemory<int,int>> *)param_2,*(int *)(param_2 + 0xc),&local_14);
iVar4 = (**(code **)(*engine + 0x1d4))(engine,local_14,1);
if (iVar4 != 0) {
local_10 = iVar4 - *(int *)(gpGlobals + 0x58) >> 4;
CUtlVector<int,CUtlMemory<int,int>>::InsertBefore
((CUtlVector<int,CUtlMemory<int,int>> *)param_2,*(int *)(param_2 + 0xc),&local_10);
}
}
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.