CDirector::TermScriptLevel
0x00872280 · 268 bytes · __thiscall
_ZN9CDirector15TermScriptLevelEi.part.358
Decompiled
undefined (2 params)
/* CDirector::TermScriptLevel(int) [clone .part.358] */
void __thiscall CDirector::TermScriptLevel(CDirector *this,int param_1)
{
int iVar1;
int iVar2;
int *piVar3;
int in_EAX;
int *__ptr;
int in_EDX;
int iVar4;
if (in_EDX == 3) {
CDirectorChallengeMode::TermScripts(*(CDirectorChallengeMode **)(in_EAX + 0x648));
}
piVar3 = g_pScriptVM;
iVar2 = in_EAX + 0x480 + in_EDX * 0xc;
if (*(int *)(iVar2 + 8) != -1) {
__ptr = *(int **)(iVar2 + 0x10);
if ((g_pScriptVM != (int *)0x0) && (0 < *__ptr)) {
iVar4 = 0;
do {
(**(code **)(*piVar3 + 0x4c))(piVar3,*(undefined4 *)__ptr[iVar4 + 1]);
iVar1 = iVar4 * 4;
iVar4 = iVar4 + 1;
**(undefined4 **)(*(int *)(iVar2 + 0x10) + 4 + iVar1) = 0xffffffff;
__ptr = *(int **)(iVar2 + 0x10);
} while (iVar4 < *__ptr);
}
if (__ptr != &CUtlVectorUltraConservative<HSCRIPT__**,CUtlVectorUltraConservativeAllocator>::
StaticData()::staticData) {
free(__ptr);
*(undefined4 **)(iVar2 + 0x10) =
&CUtlVectorUltraConservative<HSCRIPT__**,CUtlVectorUltraConservativeAllocator>::
StaticData()::staticData;
}
if (((*(int *)(iVar2 + 8) != 0) && (piVar3 != (int *)0x0)) &&
((*(byte *)(iVar2 + 0xc) & 1) == 0)) {
(**(code **)(*piVar3 + 0x44))(piVar3,*(int *)(iVar2 + 8));
}
*(undefined4 *)(iVar2 + 8) = 0xffffffff;
}
*(undefined4 *)(iVar2 + 0xc) = 0;
iVar2 = in_EAX + in_EDX * 4;
iVar4 = *(int *)(iVar2 + 0x4c4);
if (iVar4 != 0) {
(**(code **)(*g_pScriptVM + 0x4c))(g_pScriptVM,iVar4);
*(undefined4 *)(iVar2 + 0x4c4) = 0;
}
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.