CUserMessageThrottleMgr::Start
0x007bcbc0 · 105 bytes · __thiscall
_ZN23CUserMessageThrottleMgr5StartEPPKci
Decompiled
undefined (3 params)
/* CUserMessageThrottleMgr::Start(char const**, int) */
void __thiscall
CUserMessageThrottleMgr::Start(CUserMessageThrottleMgr *this,char **param_1,int param_2)
{
int iVar1;
int iVar2;
char *local_24;
undefined4 local_20;
iVar2 = 0;
CUtlDict<CBitVec<32>,int>::RemoveAll((CUtlDict<CBitVec<32>,int> *)this);
if (0 < param_2) {
do {
local_24 = strdup(param_1[iVar2]);
local_20 = 0;
iVar1 = CUtlRBTree<CUtlMap<char_const*,CBitVec<32>,int>::Node_t,int,CUtlMap<char_const*,CBitVec<32>,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,CBitVec<32>,int>::Node_t,int>,int>>
::Insert((CUtlRBTree<CUtlMap<char_const*,CBitVec<32>,int>::Node_t,int,CUtlMap<char_const*,CBitVec<32>,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,CBitVec<32>,int>::Node_t,int>,int>>
*)this,(Node_t *)&local_24);
iVar1 = *(int *)(this + 4) + iVar1 * 0x18;
if (iVar1 != -0x14) {
*(undefined4 *)(iVar1 + 0x14) = 0;
}
iVar2 = iVar2 + 1;
} while (iVar2 != param_2);
}
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.