CLogicBranchList::DoTest
0x006eb860 · 362 bytes · __thiscall
_ZN16CLogicBranchList6DoTestEP11CBaseEntity
Decompiled
undefined (2 params)
/* CLogicBranchList::DoTest(CBaseEntity*) */
void __thiscall CLogicBranchList::DoTest(CLogicBranchList *this,CBaseEntity *param_1)
{
uint *puVar1;
uint uVar2;
bool bVar3;
bool bVar4;
bool bVar5;
uint *puVar6;
undefined *puVar7;
if (0 < *(int *)(this + 0x48c)) {
puVar6 = *(uint **)(this + 0x480);
puVar1 = puVar6 + *(int *)(this + 0x48c);
bVar4 = false;
bVar5 = false;
do {
while ((((bVar3 = bVar5, uVar2 = *puVar6, uVar2 != 0xffffffff &&
(puVar7 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar7 != (undefined *)0xfffffffc))
&& (*(uint *)(puVar7 + 8) == uVar2 >> 0xc)) && (*(int *)(puVar7 + 4) != 0))) {
if (*(char *)(*(int *)(puVar7 + 4) + 0x440) == '\0') {
bVar3 = true;
}
else {
bVar4 = true;
}
puVar6 = puVar6 + 1;
bVar5 = bVar3;
if (puVar6 == puVar1) goto LAB_006eb8f2;
}
puVar6 = puVar6 + 1;
bVar3 = true;
bVar5 = true;
} while (puVar6 != puVar1);
LAB_006eb8f2:
if ((!bVar3) && (bVar4)) {
if (*(int *)(this + 0x494) == 1) {
return;
}
COutputEvent::FireOutput((COutputEvent *)(this + 0x498),param_1,(CBaseEntity *)this,0.0);
*(undefined4 *)(this + 0x494) = 1;
return;
}
if ((!bVar4) && (bVar3)) {
if (*(int *)(this + 0x494) == 2) {
return;
}
COutputEvent::FireOutput((COutputEvent *)(this + 0x4b0),param_1,(CBaseEntity *)this,0.0);
*(undefined4 *)(this + 0x494) = 2;
return;
}
}
if (*(int *)(this + 0x494) == 3) {
return;
}
COutputEvent::FireOutput((COutputEvent *)(this + 0x4c8),param_1,(CBaseEntity *)this,0.0);
*(undefined4 *)(this + 0x494) = 3;
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.