CServerGameDLL::GetSaveComment
0x006c4940 · 350 bytes · __thiscall
_ZN14CServerGameDLL14GetSaveCommentEPciffb
Decompiled
undefined (6 params)
/* CServerGameDLL::GetSaveComment(char*, int, float, float, bool) */
void __thiscall
CServerGameDLL::GetSaveComment
(CServerGameDLL *this,char *param_1,int param_2,float param_3,float param_4,bool param_5)
{
char cVar1;
char *__s;
size_t sVar2;
int iVar3;
int iVar4;
int iVar5;
char *pcVar6;
int iVar7;
int in_GS_OFFSET;
char local_60 [64];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
pcVar6 = *(char **)(gpGlobals + 0x3c);
if (pcVar6 == (char *)0x0) {
pcVar6 = "";
}
iVar7 = 0;
do {
__s = (&gTitleComments)[iVar7 * 2];
sVar2 = strlen(__s);
iVar3 = V_strnicmp(pcVar6,__s,sVar2);
if (iVar3 == 0) {
pcVar6 = local_60;
V_strncpy(pcVar6,(&PTR_s__HL2_Chapter1_Title_00c91ce4)[iVar7 * 2],0x40);
iVar7 = 0;
goto LAB_006c49da;
}
iVar7 = iVar7 + 1;
} while (iVar7 != 0x39);
goto LAB_006c49f8;
while (iVar7 = iVar7 + 1, iVar7 < 0x40) {
LAB_006c49da:
cVar1 = local_60[iVar7];
if (cVar1 == '\0') break;
if ((cVar1 == '\r') || (cVar1 == '\n')) {
local_60[iVar7] = '\0';
if (0x3f < iVar7) break;
goto LAB_006c49da;
}
}
LAB_006c49f8:
if (param_5) {
V_snprintf(param_1,param_2,"%-64.64s",pcVar6);
}
else {
if ((int)param_3 < 1000) {
iVar7 = (int)param_4;
iVar4 = iVar7 >> 0x1f;
iVar5 = iVar7 / 0x3c + iVar4;
iVar3 = (int)param_3 + (iVar5 - iVar4);
iVar7 = iVar7 + (iVar5 - iVar4) * -0x3c;
}
else {
iVar3 = 999;
iVar7 = 0x3b;
}
V_snprintf(param_1,param_2,"%-64.64s %03d:%02d",pcVar6,iVar3,iVar7);
}
if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.