CDirectorItemManager::RegisterWeaponSpawn
0x008a42f0 · 287 bytes · __thiscall
_ZN20CDirectorItemManager19RegisterWeaponSpawnEP24CWeaponSpawnConfigurable
Decompiled
undefined (2 params)
/* CDirectorItemManager::RegisterWeaponSpawn(CWeaponSpawnConfigurable*) */
void __thiscall
CDirectorItemManager::RegisterWeaponSpawn
(CDirectorItemManager *this,CWeaponSpawnConfigurable *param_1)
{
int iVar1;
undefined4 uVar2;
int iVar3;
undefined4 *puVar4;
void *pvVar5;
int iVar6;
int iVar7;
if (param_1 == (CWeaponSpawnConfigurable *)0x0) {
return;
}
if (((byte)param_1[0x14c] & 1) != 0) {
return;
}
puVar4 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
iVar1 = *(int *)(this + 0x43c);
uVar2 = *puVar4;
iVar6 = iVar1 + 1;
iVar7 = *(int *)(this + 0x434);
if (iVar7 < iVar6) {
iVar3 = *(int *)(this + 0x438);
if (-1 < iVar3) {
if (iVar3 == 0) {
if (iVar7 == 0) {
if (iVar6 < 9) {
iVar7 = 8;
goto LAB_008a43af;
}
iVar7 = 8;
}
do {
iVar7 = iVar7 * 2;
} while (iVar7 < iVar6);
}
else {
for (iVar7 = (iVar1 / iVar3 + 1) * iVar3; iVar7 < iVar6; iVar7 = (iVar7 + iVar6) / 2) {
}
}
LAB_008a43af:
*(int *)(this + 0x434) = iVar7;
if (*(void **)(this + 0x430) == (void *)0x0) {
pvVar5 = malloc(iVar7 << 2);
*(void **)(this + 0x430) = pvVar5;
}
else {
pvVar5 = realloc(*(void **)(this + 0x430),iVar7 << 2);
*(void **)(this + 0x430) = pvVar5;
iVar6 = *(int *)(this + 0x43c) + 1;
}
goto LAB_008a4332;
}
}
pvVar5 = *(void **)(this + 0x430);
LAB_008a4332:
*(int *)(this + 0x43c) = iVar6;
iVar7 = iVar1 * 4;
iVar6 = (iVar6 - iVar1) + -1;
*(void **)(this + 0x440) = pvVar5;
if (0 < iVar6) {
_V_memmove((void *)((int)pvVar5 + iVar7 + 4),(void *)((int)pvVar5 + iVar7),iVar6 * 4);
pvVar5 = *(void **)(this + 0x430);
}
if ((undefined4 *)(iVar7 + (int)pvVar5) != (undefined4 *)0x0) {
*(undefined4 *)(iVar7 + (int)pvVar5) = uVar2;
}
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.