L L4D2node

INextBot::GetDebugHistory

0x007543d0 · 364 bytes · __thiscall

_ZNK8INextBot15GetDebugHistoryEjP10CUtlVectorIPKNS_20NextBotDebugLineTypeE10CUtlMemoryIS3_iEE

Decompiled

undefined (3 params)

/* INextBot::GetDebugHistory(unsigned int, CUtlVector<INextBot::NextBotDebugLineType const*,
   CUtlMemory<INextBot::NextBotDebugLineType const*, int> >*) const */

void __thiscall INextBot::GetDebugHistory(INextBot *this,uint param_1,CUtlVector *param_2)

{
  uint *puVar1;
  int iVar2;
  int iVar3;
  void *pvVar4;
  int iVar5;
  int iVar6;
  int iVar7;
  
  if ((param_2 != (CUtlVector *)0x0) &&
     (*(undefined4 *)(param_2 + 0xc) = 0, 0 < *(int *)(this + 0x228))) {
    iVar7 = 0;
    do {
      while (puVar1 = *(uint **)(*(int *)(this + 0x21c) + iVar7 * 4), (param_1 & *puVar1) != 0) {
        iVar2 = *(int *)(param_2 + 0xc);
        iVar5 = iVar2 + 1;
        iVar6 = *(int *)(param_2 + 4);
        if (iVar6 < iVar5) {
          iVar3 = *(int *)(param_2 + 8);
          if (iVar3 < 0) goto LAB_00754439;
          if (iVar3 == 0) {
            if (iVar6 == 0) {
              if (iVar5 < 9) {
                iVar3 = 8;
                goto LAB_007544d7;
              }
              iVar6 = 8;
            }
            do {
              iVar3 = iVar6 * 2;
              if (iVar5 <= iVar3) break;
              iVar3 = iVar6 * 4;
              iVar6 = iVar3;
            } while (iVar3 < iVar5);
          }
          else {
            for (iVar3 = (iVar2 / iVar3 + 1) * iVar3; iVar3 < iVar5; iVar3 = (iVar3 + iVar5) / 2) {
            }
          }
LAB_007544d7:
          *(int *)(param_2 + 4) = iVar3;
          if (*(void **)param_2 == (void *)0x0) {
            pvVar4 = malloc(iVar3 << 2);
            *(void **)param_2 = pvVar4;
          }
          else {
            pvVar4 = realloc(*(void **)param_2,iVar3 << 2);
            *(void **)param_2 = pvVar4;
            iVar5 = *(int *)(param_2 + 0xc) + 1;
          }
        }
        else {
LAB_00754439:
          pvVar4 = *(void **)param_2;
        }
        *(int *)(param_2 + 0xc) = iVar5;
        *(void **)(param_2 + 0x10) = pvVar4;
        iVar6 = iVar2 << 2;
        iVar5 = (iVar5 - iVar2) + -1;
        if (0 < iVar5) {
          iVar6 = iVar2 * 4;
          _V_memmove((void *)((int)pvVar4 + iVar6 + 4),(void *)((int)pvVar4 + iVar6),iVar5 * 4);
          pvVar4 = *(void **)param_2;
        }
        if ((undefined4 *)((int)pvVar4 + iVar6) == (undefined4 *)0x0) break;
        *(undefined4 *)((int)pvVar4 + iVar6) = puVar1;
        iVar7 = iVar7 + 1;
        if (*(int *)(this + 0x228) <= iVar7) {
          return;
        }
      }
      iVar7 = iVar7 + 1;
    } while (iVar7 < *(int *)(this + 0x228));
  }
  return;
}

SourceMod gamedata

paste into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)