CMoveHelperServer::GetName
0x006f6ce0 · 251 bytes · __thiscall
_ZNK17CMoveHelperServer7GetNameE11CBaseHandle
Decompiled
undefined (2 params)
/* CMoveHelperServer::GetName(CBaseHandle) const */
undefined1 * __thiscall CMoveHelperServer::GetName(undefined4 this,uint *param_2)
{
uint uVar1;
undefined1 *puVar2;
byte *pbVar3;
int *piVar4;
int iVar5;
byte *pbVar6;
undefined1 *local_10;
uVar1 = *param_2;
if (((uVar1 == 0xffffffff) ||
(iVar5 = (uVar1 & 0xfff) * 0x10, *(uint *)(gEntList + iVar5 + 8) != uVar1 >> 0xc)) ||
(piVar4 = *(int **)(gEntList + iVar5 + 4), piVar4 == (int *)0x0)) {
LAB_006f6d0b:
pbVar3 = *(byte **)(gpGlobals + 0x58);
if ((pbVar3 != (byte *)0x0) && (pbVar6 = (byte *)0x0, (*pbVar3 & 2) == 0)) goto LAB_006f6d5d;
pbVar6 = (byte *)0x0;
}
else {
piVar4 = (int *)(**(code **)(*piVar4 + 0x14))(piVar4);
pbVar3 = (byte *)(**(code **)(*piVar4 + 8))(piVar4);
pbVar6 = pbVar3;
if (pbVar3 == (byte *)0x0) goto LAB_006f6d0b;
LAB_006f6d5d:
piVar4 = *(int **)(pbVar3 + 0xc);
if (piVar4 != (int *)0x0) {
piVar4 = (int *)(**(code **)(*piVar4 + 0x18))(piVar4);
goto joined_r0x006f6d27;
}
}
piVar4 = (int *)0x0;
joined_r0x006f6d27:
if ((pbVar6 == (byte *)0x0) || ((int)pbVar6 - *(int *)(gpGlobals + 0x58) >> 4 == 0)) {
puVar2 = *(undefined1 **)(gpGlobals + 0x3c);
}
else {
if (piVar4 != (int *)0x0) {
(**(code **)(*piVar4 + 0x20))(&local_10,piVar4);
if (local_10 != (undefined1 *)0x0) {
(**(code **)(*piVar4 + 0x20))(&local_10,piVar4);
puVar2 = &DAT_00d539c2;
if (local_10 != (undefined1 *)0x0) {
puVar2 = local_10;
}
return puVar2;
}
}
puVar2 = (undefined1 *)piVar4[0x1f];
}
if (puVar2 == (undefined1 *)0x0) {
puVar2 = &DAT_00d539c2;
}
return puVar2;
}
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.