CDirectorItemManager::GetCountOfProspectiveScavengeItem
0x008a5e30 · 247 bytes · __thiscall
_ZN20CDirectorItemManager33GetCountOfProspectiveScavengeItemE10CSWeaponID
Decompiled
undefined (2 params)
/* CDirectorItemManager::GetCountOfProspectiveScavengeItem(CSWeaponID) */
int __thiscall
CDirectorItemManager::GetCountOfProspectiveScavengeItem(CDirectorItemManager *this,int param_2)
{
uint uVar1;
byte bVar2;
int *piVar3;
int iVar4;
int *piVar5;
undefined *puVar6;
int iVar7;
iVar7 = 0;
for (bVar2 = CUtlRBTree<CUtlMap<CHandle<CBaseEntity>,scavenge_cache_entry_t,unsigned_char>::Node_t,unsigned_char,CUtlMap<CHandle<CBaseEntity>,scavenge_cache_entry_t,unsigned_char>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<CHandle<CBaseEntity>,scavenge_cache_entry_t,unsigned_char>::Node_t,unsigned_char>,unsigned_char>>
::FirstInorder((CUtlRBTree<CUtlMap<CHandle<CBaseEntity>,scavenge_cache_entry_t,unsigned_char>::Node_t,unsigned_char,CUtlMap<CHandle<CBaseEntity>,scavenge_cache_entry_t,unsigned_char>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<CHandle<CBaseEntity>,scavenge_cache_entry_t,unsigned_char>::Node_t,unsigned_char>,unsigned_char>>
*)(this + 0x444)); bVar2 != 0xff;
bVar2 = CUtlRBTree<CUtlMap<CHandle<CBaseEntity>,scavenge_cache_entry_t,unsigned_char>::Node_t,unsigned_char,CUtlMap<CHandle<CBaseEntity>,scavenge_cache_entry_t,unsigned_char>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<CHandle<CBaseEntity>,scavenge_cache_entry_t,unsigned_char>::Node_t,unsigned_char>,unsigned_char>>
::NextInorder((CUtlRBTree<CUtlMap<CHandle<CBaseEntity>,scavenge_cache_entry_t,unsigned_char>::Node_t,unsigned_char,CUtlMap<CHandle<CBaseEntity>,scavenge_cache_entry_t,unsigned_char>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<CHandle<CBaseEntity>,scavenge_cache_entry_t,unsigned_char>::Node_t,unsigned_char>,unsigned_char>>
*)(this + 0x444),bVar2)) {
uVar1 = *(uint *)((uint)bVar2 * 0x10 + *(int *)(this + 0x448) + 4);
if ((((uVar1 != 0xffffffff) &&
(puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar6 + 8) == uVar1 >> 0xc)) &&
(piVar5 = *(int **)(puVar6 + 4), piVar5 != (int *)0x0)) {
piVar3 = (int *)__dynamic_cast(piVar5,&CBaseEntity::typeinfo,&CWeaponSpawn::typeinfo,0);
if (piVar3 == (int *)0x0) {
piVar5 = (int *)(**(code **)(*piVar5 + 0x188))(piVar5);
if (piVar5 != (int *)0x0) {
iVar4 = (**(code **)(*piVar5 + 0x638))(piVar5);
iVar7 = iVar7 + (uint)(param_2 == iVar4);
}
}
else {
iVar4 = (**(code **)(*piVar3 + 0x3cc))(piVar3);
iVar7 = iVar7 + (uint)(iVar4 == param_2);
}
}
}
return iVar7;
}
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.