NextBotManager::Register
0x0075a570 · 464 bytes · __thiscall
_ZN14NextBotManager8RegisterEP8INextBot
Decompiled
undefined (2 params)
/* NextBotManager::Register(INextBot*) */
uint __thiscall NextBotManager::Register(NextBotManager *this,INextBot *param_1)
{
uint uVar1;
ushort uVar2;
uint uVar3;
int iVar4;
uint uVar5;
int iVar6;
uint uVar7;
uVar2 = *(ushort *)(this + 0x14);
if (uVar2 == 0xffff) {
iVar6 = *(int *)(this + 8);
if ((int)(uint)*(ushort *)(this + 0x1a) < iVar6) {
uVar1 = *(ushort *)(this + 0x1a) + 1;
uVar5 = uVar1 & 0xffff;
if (iVar6 <= (int)uVar5) {
uVar1 = 0xffff;
uVar5 = 0xffff;
}
}
else {
uVar5 = 0;
if (iVar6 < 1) {
uVar5 = 0xffff;
}
uVar1 = (0 < iVar6) - 1;
}
if (iVar6 <= (int)uVar5) {
CUtlMemory<UtlLinkedListElem_t<INextBot*,unsigned_short>,unsigned_short>::Grow
((CUtlMemory<UtlLinkedListElem_t<INextBot*,unsigned_short>,unsigned_short> *)
(this + 4),1);
*(undefined4 *)(this + 0x1c) = *(undefined4 *)(this + 4);
iVar6 = *(int *)(this + 8);
if ((int)(uint)*(ushort *)(this + 0x1a) < iVar6) {
uVar7 = *(ushort *)(this + 0x1a) + 1;
uVar3 = uVar7 & 0xffff;
uVar1 = 0xffff;
uVar5 = 0xffff;
if ((int)uVar3 < iVar6) {
uVar1 = uVar7;
uVar5 = uVar3;
}
}
else {
uVar5 = 0;
if (iVar6 < 1) {
uVar5 = 0xffff;
}
uVar1 = (0 < iVar6) - 1;
}
if (iVar6 <= (int)uVar5) {
if (9 < CUtlLinkedList<INextBot*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<INextBot*,unsigned_short>,unsigned_short>>
::AllocInternal(bool)::__executeCount) {
return 0xffff;
}
CUtlLinkedList<INextBot*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<INextBot*,unsigned_short>,unsigned_short>>
::AllocInternal(bool)::__executeCount =
CUtlLinkedList<INextBot*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<INextBot*,unsigned_short>,unsigned_short>>
::AllocInternal(bool)::__executeCount + 1;
Warning("CUtlLinkedList overflow! (exhausted memory allocator)\n");
return 0xffff;
}
}
uVar2 = (ushort)uVar1;
if (uVar2 == 0xffff) {
if (CUtlLinkedList<INextBot*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<INextBot*,unsigned_short>,unsigned_short>>
::AllocInternal(bool)::__executeCount < 10) {
CUtlLinkedList<INextBot*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<INextBot*,unsigned_short>,unsigned_short>>
::AllocInternal(bool)::__executeCount =
CUtlLinkedList<INextBot*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<INextBot*,unsigned_short>,unsigned_short>>
::AllocInternal(bool)::__executeCount + 1;
Warning("CUtlLinkedList overflow! (exhausted index range)\n");
}
return 0xffff;
}
uVar1 = uVar1 & 0xffff;
*(ushort *)(this + 0x1a) = uVar2;
*(short *)(this + 0x18) = *(short *)(this + 0x18) + 1;
iVar6 = uVar1 * 8;
iVar4 = *(int *)(this + 4) + iVar6;
}
else {
uVar1 = (uint)uVar2;
iVar6 = uVar1 * 8;
iVar4 = *(int *)(this + 4) + iVar6;
*(undefined2 *)(this + 0x14) = *(undefined2 *)(iVar4 + 6);
}
*(ushort *)(iVar4 + 6) = uVar2;
*(ushort *)(*(int *)(this + 4) + 4 + iVar6) = uVar2;
if ((((int)uVar1 < *(int *)(this + 8)) && (uVar2 <= *(ushort *)(this + 0x1a))) &&
(uVar2 != *(ushort *)(*(int *)(this + 4) + 4 + iVar6))) {
CUtlLinkedList<INextBot*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<INextBot*,unsigned_short>,unsigned_short>>
::Unlink((CUtlLinkedList<INextBot*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<INextBot*,unsigned_short>,unsigned_short>>
*)(this + 4),(ushort)uVar1);
}
iVar4 = *(int *)(this + 4) + iVar6;
*(undefined2 *)(iVar4 + 4) = 0xffff;
*(undefined2 *)(iVar4 + 6) = *(undefined2 *)(this + 0x10);
*(ushort *)(this + 0x10) = uVar2;
if (*(ushort *)(iVar4 + 6) == 0xffff) {
*(ushort *)(this + 0x12) = uVar2;
}
else {
*(ushort *)(*(int *)(this + 4) + 4 + (uint)*(ushort *)(iVar4 + 6) * 8) = uVar2;
}
*(short *)(this + 0x16) = *(short *)(this + 0x16) + 1;
if ((undefined4 *)(iVar6 + *(int *)(this + 4)) != (undefined4 *)0x0) {
*(undefined4 *)(iVar6 + *(int *)(this + 4)) = param_1;
}
return uVar1;
}
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.