CMultiInputVar::AddValue
0x0063c080 · 175 bytes · __thiscall
_ZN14CMultiInputVar8AddValueE9variant_ti
Decompiled
undefined (3 params)
/* CMultiInputVar::AddValue(variant_t, int) */
void __thiscall CMultiInputVar::AddValue(CMultiInputVar *this,undefined4 *param_2,int param_3)
{
undefined4 uVar1;
undefined4 *puVar2;
puVar2 = *(undefined4 **)this;
while( true ) {
if (puVar2 == (undefined4 *)0x0) {
puVar2 = (undefined4 *)CUtlMemoryPool::Alloc((CUtlMemoryPool *)g_EntityListPool,0x1c);
*puVar2 = 0;
puVar2[3] = 0xffffffff;
puVar2[4] = 0;
*puVar2 = *param_2;
puVar2[1] = param_2[1];
puVar2[2] = param_2[2];
puVar2[3] = param_2[3];
uVar1 = param_2[4];
puVar2[5] = param_3;
puVar2[4] = uVar1;
if (*(int *)this == 0) {
*(undefined4 **)this = puVar2;
puVar2[6] = 0;
return;
}
puVar2[6] = *(int *)this;
*(undefined4 **)this = puVar2;
return;
}
if (puVar2[5] == param_3) break;
puVar2 = (undefined4 *)puVar2[6];
}
*puVar2 = *param_2;
puVar2[1] = param_2[1];
puVar2[2] = param_2[2];
puVar2[3] = param_2[3];
puVar2[4] = param_2[4];
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.