GlobalEntity_Add
0x006d7140 · 292 bytes · __cdecl
_Z16GlobalEntity_AddPKcS0_12GLOBALESTATE
Decompiled
undefined (3 params)
/* GlobalEntity_Add(char const*, char const*, GLOBALESTATE) */
int GlobalEntity_Add(undefined4 param_1,undefined4 param_2,undefined4 param_3)
{
short *psVar1;
undefined4 uVar2;
short sVar3;
short sVar4;
int iVar5;
int iVar6;
short local_2a;
short local_28 [4];
undefined4 local_20;
CUtlSymbolTable::AddString((char *)local_28);
sVar3 = local_28[0];
CUtlSymbolTable::AddString((char *)local_28);
sVar4 = local_28[0];
local_2a = sVar3;
CUtlSymbolTable::String((CUtlSymbolTable *)(gGlobalState + 0xc),&local_2a,param_2);
CUtlSymbolTable::Find((char *)local_28);
uVar2 = gGlobalState._84_4_;
if ((local_28[0] == -1) || (iVar5 = gGlobalState._84_4_ + -1, iVar5 < 0)) {
LAB_006d7203:
CUtlVector<globalentity_t,CUtlMemory<globalentity_t,int>>::GrowVector
((CUtlVector<globalentity_t,CUtlMemory<globalentity_t,int>> *)(gGlobalState + 0x48),1)
;
CUtlVector<globalentity_t,CUtlMemory<globalentity_t,int>>::ShiftElementsRight
((CUtlVector<globalentity_t,CUtlMemory<globalentity_t,int>> *)(gGlobalState + 0x48),
uVar2,1);
psVar1 = (short *)(gGlobalState._72_4_ + uVar2 * 0xc);
iVar5 = uVar2;
if (psVar1 != (short *)0x0) {
*psVar1 = sVar3;
*(undefined4 *)(psVar1 + 2) = param_3;
psVar1[1] = sVar4;
*(undefined4 *)(psVar1 + 4) = local_20;
}
}
else if (local_28[0] != *(short *)(gGlobalState._72_4_ + iVar5 * 0xc)) {
iVar6 = gGlobalState._72_4_ + 0xc + iVar5 * 0xc;
do {
iVar5 = iVar5 + -1;
if (iVar5 == -1) goto LAB_006d7203;
psVar1 = (short *)(iVar6 + -0x18);
iVar6 = iVar6 + -0xc;
} while (local_28[0] != *psVar1);
}
return iVar5;
}
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.