AddRestoredEntity
0x006c9f20 · 268 bytes · __cdecl
_Z17AddRestoredEntityP11CBaseEntity
Decompiled
undefined (1 param)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* AddRestoredEntity(CBaseEntity*) */
void AddRestoredEntity(CBaseEntity *param_1)
{
undefined4 uVar1;
undefined4 *puVar2;
int iVar3;
int iVar4;
int iVar5;
if (param_1 == (CBaseEntity *)0x0) {
return;
}
puVar2 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
iVar4 = DAT_00fe32c0;
uVar1 = *puVar2;
iVar3 = DAT_00fe32c0 + 1;
if ((iVar3 <= DAT_00fe32b8) || (DAT_00fe32bc < 0)) goto LAB_006c9f51;
if (DAT_00fe32bc == 0) {
iVar5 = DAT_00fe32b8;
if (DAT_00fe32b8 == 0) {
if (iVar3 < 9) {
DAT_00fe32b8 = 8;
goto LAB_006c9fc7;
}
iVar5 = 8;
}
do {
DAT_00fe32b8 = iVar5 * 2;
if (iVar3 <= DAT_00fe32b8) break;
DAT_00fe32b8 = iVar5 * 4;
iVar5 = DAT_00fe32b8;
} while (DAT_00fe32b8 < iVar3);
}
else {
for (DAT_00fe32b8 = (DAT_00fe32c0 / DAT_00fe32bc + 1) * DAT_00fe32bc; DAT_00fe32b8 < iVar3;
DAT_00fe32b8 = (DAT_00fe32b8 + iVar3) / 2) {
}
}
LAB_006c9fc7:
if (g_RestoredEntities == (void *)0x0) {
g_RestoredEntities = malloc(DAT_00fe32b8 << 2);
}
else {
g_RestoredEntities = realloc(g_RestoredEntities,DAT_00fe32b8 << 2);
iVar3 = DAT_00fe32c0 + 1;
}
LAB_006c9f51:
iVar5 = iVar4 * 4;
iVar4 = (iVar3 - iVar4) + -1;
DAT_00fe32c0 = iVar3;
_DAT_00fe32c4 = g_RestoredEntities;
if (0 < iVar4) {
_V_memmove((void *)((int)g_RestoredEntities + iVar5 + 4),
(void *)((int)g_RestoredEntities + iVar5),iVar4 * 4);
}
if ((undefined4 *)(iVar5 + (int)g_RestoredEntities) != (undefined4 *)0x0) {
*(undefined4 *)(iVar5 + (int)g_RestoredEntities) = uVar1;
}
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.