BasicGameStats_t::Clear
0x006ceec0 · 302 bytes · __thiscall
_ZN16BasicGameStats_t5ClearEv
Decompiled
undefined (1 param)
/* BasicGameStats_t::Clear() */
void __thiscall BasicGameStats_t::Clear(BasicGameStats_t *this)
{
ushort uVar1;
int iVar2;
ushort *puVar3;
int iVar4;
ushort uVar5;
*(undefined4 *)this = 0;
BasicGameStatsRecord_t::Clear((BasicGameStatsRecord_t *)(this + 4));
for (uVar1 = CUtlRBTree<CUtlMap<char_const*,BasicGameStatsRecord_t,unsigned_short>::Node_t,unsigned_short,CUtlMap<char_const*,BasicGameStatsRecord_t,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,BasicGameStatsRecord_t,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
::FirstInorder((CUtlRBTree<CUtlMap<char_const*,BasicGameStatsRecord_t,unsigned_short>::Node_t,unsigned_short,CUtlMap<char_const*,BasicGameStatsRecord_t,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,BasicGameStatsRecord_t,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
*)(this + 0x2c)); uVar1 != 0xffff;
uVar1 = CUtlRBTree<CUtlMap<char_const*,BasicGameStatsRecord_t,unsigned_short>::Node_t,unsigned_short,CUtlMap<char_const*,BasicGameStatsRecord_t,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,BasicGameStatsRecord_t,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
::NextInorder((CUtlRBTree<CUtlMap<char_const*,BasicGameStatsRecord_t,unsigned_short>::Node_t,unsigned_short,CUtlMap<char_const*,BasicGameStatsRecord_t,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,BasicGameStatsRecord_t,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
*)(this + 0x2c),uVar1)) {
free(*(void **)((uint)uVar1 * 0x34 + *(int *)(this + 0x30) + 8));
}
uVar1 = *(ushort *)(this + 0x42);
if (uVar1 != 0xffff) {
iVar2 = *(int *)(this + 0x34);
iVar4 = 0;
if (0 < iVar2) {
do {
uVar5 = (ushort)iVar4;
if ((iVar4 < iVar2) && (uVar5 <= uVar1)) {
if ((CUtlRBTree<CUtlMap<char_const*,BasicGameStatsRecord_t,unsigned_short>::Node_t,unsigned_short,CUtlMap<char_const*,BasicGameStatsRecord_t,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,BasicGameStatsRecord_t,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
::Links(unsigned_short)::s_Sentinel == '\0') &&
(iVar2 = __cxa_guard_acquire(&CUtlRBTree<CUtlMap<char_const*,BasicGameStatsRecord_t,unsigned_short>::Node_t,unsigned_short,CUtlMap<char_const*,BasicGameStatsRecord_t,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,BasicGameStatsRecord_t,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
::Links(unsigned_short)::s_Sentinel), iVar2 != 0)) {
CUtlRBTree<CUtlMap<char_const*,BasicGameStatsRecord_t,unsigned_short>::Node_t,unsigned_short,CUtlMap<char_const*,BasicGameStatsRecord_t,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,BasicGameStatsRecord_t,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
::Links(unsigned_short)::s_Sentinel = 0xffff;
DAT_00f15fbe = 0xffff;
DAT_00f15fc0 = 0xffff;
__cxa_guard_release(&CUtlRBTree<CUtlMap<char_const*,BasicGameStatsRecord_t,unsigned_short>::Node_t,unsigned_short,CUtlMap<char_const*,BasicGameStatsRecord_t,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,BasicGameStatsRecord_t,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
::Links(unsigned_short)::s_Sentinel);
}
puVar3 = (ushort *)(*(int *)(this + 0x30) + iVar4 * 0x34);
if (*puVar3 != uVar5) {
puVar3[1] = *(ushort *)(this + 0x40);
*(ushort *)(*(int *)(this + 0x30) + iVar4 * 0x34) = uVar5;
*(ushort *)(this + 0x40) = uVar5;
}
uVar1 = *(ushort *)(this + 0x42);
}
} while (((uVar1 != uVar5) &&
(iVar2 = *(int *)(this + 0x34), (int)(iVar4 + 1U & 0xffff) < iVar2)) &&
(iVar4 = iVar4 + 1, iVar4 != 0xffff));
}
*(undefined2 *)(this + 0x3c) = 0xffff;
*(undefined2 *)(this + 0x3e) = 0;
}
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.