CDirectorChallengeMode::RecordScriptSpawnedEntity
0x0089a7e0 · 332 bytes · __thiscall
_ZN22CDirectorChallengeMode25RecordScriptSpawnedEntityEP11CBaseEntity
Decompiled
undefined (2 params)
/* CDirectorChallengeMode::RecordScriptSpawnedEntity(CBaseEntity*) */
void __thiscall
CDirectorChallengeMode::RecordScriptSpawnedEntity(CDirectorChallengeMode *this,CBaseEntity *param_1)
{
int iVar1;
undefined4 *puVar2;
int iVar3;
void *pvVar4;
int iVar5;
undefined4 uVar6;
int iVar7;
uVar6 = 0xffffffff;
if (param_1 != (CBaseEntity *)0x0) {
puVar2 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
uVar6 = *puVar2;
}
iVar1 = *(int *)(this + 0x154);
iVar5 = *(int *)(this + 0x14c);
iVar7 = iVar1 + 1;
if (iVar5 < iVar7) {
iVar3 = *(int *)(this + 0x150);
if (-1 < iVar3) {
if (iVar3 == 0) {
if (iVar5 == 0) {
if (iVar7 < 9) {
iVar3 = 8;
goto LAB_0089a87f;
}
iVar5 = 8;
}
do {
iVar3 = iVar5 * 2;
if (iVar7 <= iVar3) break;
iVar3 = iVar5 * 4;
iVar5 = iVar3;
} while (iVar3 < iVar7);
}
else {
for (iVar3 = (iVar1 / iVar3 + 1) * iVar3; iVar3 < iVar7; iVar3 = (iVar3 + iVar7) / 2) {
}
}
LAB_0089a87f:
*(int *)(this + 0x14c) = iVar3;
if (*(void **)(this + 0x148) == (void *)0x0) {
pvVar4 = malloc(iVar3 << 2);
*(void **)(this + 0x148) = pvVar4;
}
else {
pvVar4 = realloc(*(void **)(this + 0x148),iVar3 << 2);
*(void **)(this + 0x148) = pvVar4;
iVar7 = *(int *)(this + 0x154) + 1;
}
goto LAB_0089a81b;
}
}
pvVar4 = *(void **)(this + 0x148);
LAB_0089a81b:
*(int *)(this + 0x154) = iVar7;
iVar7 = (iVar7 - iVar1) + -1;
*(void **)(this + 0x158) = pvVar4;
if (0 < iVar7) {
_V_memmove((void *)((int)pvVar4 + iVar1 * 4 + 4),(void *)((int)pvVar4 + iVar1 * 4),iVar7 * 4);
pvVar4 = *(void **)(this + 0x148);
}
puVar2 = (undefined4 *)(iVar1 * 4 + (int)pvVar4);
if (puVar2 != (undefined4 *)0x0) {
*puVar2 = uVar6;
}
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.