CDirectorJournal::ExecuteJournalCategory
0x0087e9a0 · 322 bytes · __thiscall
_ZN16CDirectorJournal22ExecuteJournalCategoryEPKc
Decompiled
undefined (2 params)
/* CDirectorJournal::ExecuteJournalCategory(char const*) */
void __thiscall CDirectorJournal::ExecuteJournalCategory(CDirectorJournal *this,char *param_1)
{
int iVar1;
int iVar2;
CBaseEntity *pCVar3;
int local_40;
undefined4 local_30 [3];
undefined4 local_24;
undefined4 local_20;
Msg("Executing Journal Category: %s\n",param_1);
local_40 = 0;
if (0 < *(int *)(this + 0xc)) {
do {
while( true ) {
iVar2 = local_40 * 0x324;
iVar1 = _V_stricmp((char *)(*(int *)this + iVar2 + 5),param_1);
if (iVar1 == 0) break;
iVar1 = *(int *)(this + 0xc);
LAB_0087e9db:
local_40 = local_40 + 1;
if (iVar1 <= local_40) {
return;
}
}
pCVar3 = (CBaseEntity *)0x0;
while (pCVar3 = (CBaseEntity *)
CGlobalEntityList::FindEntityByName
((CGlobalEntityList *)gEntList,pCVar3,
(char *)(*(int *)this + iVar2 + 0x111),(CBaseEntity *)0x0,
(CBaseEntity *)0x0,(CBaseEntity *)0x0,(IEntityFindFilter *)0x0),
pCVar3 != (CBaseEntity *)0x0) {
local_30[0] = 0;
local_24 = 0xffffffff;
local_20 = 0;
(**(code **)(*(int *)pCVar3 + 0xb4))(pCVar3,*(int *)this + iVar2 + 0x21d,0,0,local_30,0);
}
CUtlVector<CDirectorJournalTask,CUtlMemory<CDirectorJournalTask,int>>::ShiftElementsLeft
((CUtlVector<CDirectorJournalTask,CUtlMemory<CDirectorJournalTask,int>> *)this,
local_40,1);
iVar1 = *(int *)(this + 0xc) + -1;
*(int *)(this + 0xc) = iVar1;
if (local_40 == 0) goto LAB_0087e9db;
} while (local_40 < iVar1);
}
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.