CInfoDirector::InputOpenJournalForWrite
0x0087eb40 · 197 bytes · __thiscall
_ZN13CInfoDirector24InputOpenJournalForWriteER11inputdata_t
Decompiled
undefined (2 params)
/* CInfoDirector::InputOpenJournalForWrite(inputdata_t&) */
void __thiscall CInfoDirector::InputOpenJournalForWrite(CInfoDirector *this,inputdata_t *param_1)
{
CUtlVector<CDirectorJournalTask,CUtlMemory<CDirectorJournalTask,int>> *this_00;
int iVar1;
char *pcVar2;
int iVar3;
int iVar4;
if (*(int *)(param_1 + 0x18) == 2) {
pcVar2 = "";
if (*(char **)(param_1 + 8) != (char *)0x0) {
pcVar2 = *(char **)(param_1 + 8);
}
}
else {
pcVar2 = (char *)variant_t::ToString((variant_t *)(param_1 + 8));
}
iVar1 = TheDirector;
this_00 = (CUtlVector<CDirectorJournalTask,CUtlMemory<CDirectorJournalTask,int>> *)
(TheDirector + 0x508);
iVar4 = 0;
if (0 < *(int *)(TheDirector + 0x514)) {
do {
while (iVar3 = _V_stricmp(pcVar2,(char *)(iVar4 * 0x324 + *(int *)(iVar1 + 0x508) + 5)),
iVar3 == 0) {
CUtlVector<CDirectorJournalTask,CUtlMemory<CDirectorJournalTask,int>>::ShiftElementsLeft
(this_00,iVar4,1);
iVar3 = *(int *)(iVar1 + 0x514) + -1;
*(int *)(iVar1 + 0x514) = iVar3;
iVar4 = 1;
if (iVar3 < 2) goto LAB_0087ebdb;
}
iVar4 = iVar4 + 1;
} while (iVar4 < *(int *)(iVar1 + 0x514));
}
LAB_0087ebdb:
_V_strcpy((char *)(iVar1 + 0x521),pcVar2);
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.