CLogicCase::BuildCaseMap
0x006ea8e0 · 98 bytes · __thiscall
_ZN10CLogicCase12BuildCaseMapEPh
Decompiled
undefined (2 params)
/* CLogicCase::BuildCaseMap(unsigned char*) */
int __thiscall CLogicCase::BuildCaseMap(CLogicCase *this,uchar *param_1)
{
int iVar1;
int iVar2;
int iVar3;
CBaseEntityOutput *this_00;
iVar2 = 0;
param_1[0] = '\0';
param_1[1] = '\0';
param_1[2] = '\0';
param_1[3] = '\0';
param_1[4] = '\0';
param_1[5] = '\0';
param_1[6] = '\0';
param_1[7] = '\0';
param_1[8] = '\0';
param_1[9] = '\0';
param_1[10] = '\0';
param_1[0xb] = '\0';
param_1[0xc] = '\0';
param_1[0xd] = '\0';
param_1[0xe] = '\0';
param_1[0xf] = '\0';
this_00 = (CBaseEntityOutput *)(this + 0x498);
iVar3 = 0;
do {
iVar1 = CBaseEntityOutput::NumberOfElements(this_00);
if (0 < iVar1) {
param_1[iVar3] = (uchar)iVar2;
iVar3 = iVar3 + 1;
}
iVar2 = iVar2 + 1;
this_00 = this_00 + 0x18;
} while (iVar2 != 0x10);
return iVar3;
}
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.