CDirectorScavengeMode::SpawnNextScavengeCluster
0x008b40f0 · 396 bytes · __thiscall
_ZN21CDirectorScavengeMode24SpawnNextScavengeClusterEv
Decompiled
undefined (1 param)
/* CDirectorScavengeMode::SpawnNextScavengeCluster() */
undefined4 __thiscall CDirectorScavengeMode::SpawnNextScavengeCluster(CDirectorScavengeMode *this)
{
uint uVar1;
int iVar2;
int *piVar3;
int iVar4;
int iVar5;
undefined *puVar6;
CUtlMemory<CHandle<CBaseEntity>,int> *this_00;
iVar2 = *(int *)(this + 0x60);
iVar5 = *(int *)(this + 0x38);
if ((-1 < iVar2) && (iVar2 < iVar5)) {
iVar4 = iVar2 * 0x14;
this_00 = (CUtlMemory<CHandle<CBaseEntity>,int> *)(iVar4 + *(int *)(this + 0x2c));
*(undefined4 *)(this_00 + 0xc) = 0;
CUtlMemory<CHandle<CBaseEntity>,int>::Purge(this_00);
*(undefined4 *)(this_00 + 0x10) = *(undefined4 *)this_00;
CUtlMemory<CHandle<CBaseEntity>,int>::Purge(this_00);
iVar5 = *(int *)(this + 0x38);
iVar2 = (iVar5 - iVar2) + -1;
if (0 < iVar2) {
_V_memmove((void *)(*(int *)(this + 0x2c) + iVar4),
(void *)(*(int *)(this + 0x2c) + 0x14 + iVar4),iVar2 * 0x14);
iVar5 = *(int *)(this + 0x38);
}
iVar5 = iVar5 + -1;
*(int *)(this + 0x38) = iVar5;
}
if (iVar5 != 0) {
iVar2 = RandomInt(0,(iVar5 + -1) / 2);
iVar5 = TheDirector;
*(int *)(this + 0x60) = iVar2;
if (*(char *)(iVar5 + 0x4e5) == '\0') {
CUtlVector<int,CUtlMemory<int,int>>::InsertBefore
((CUtlVector<int,CUtlMemory<int,int>> *)(this + 0x40),*(int *)(this + 0x4c),
(int *)(this + 0x60));
iVar2 = *(int *)(this + 0x60);
}
else {
iVar5 = *(int *)(this + 100);
if (iVar5 < *(int *)(this + 0x4c)) {
iVar2 = *(int *)(*(int *)(this + 0x40) + iVar5 * 4);
*(int *)(this + 100) = iVar5 + 1;
*(int *)(this + 0x60) = iVar2;
}
}
iVar5 = *(int *)(this + 0x2c);
iVar4 = 0;
piVar3 = (int *)(iVar5 + iVar2 * 0x14);
if (0 < piVar3[3]) {
do {
uVar1 = *(uint *)(*piVar3 + iVar4 * 4);
if ((((uVar1 != 0xffffffff) &&
(puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc))
&& (*(uint *)(puVar6 + 8) == uVar1 >> 0xc)) &&
(*(inputdata_t **)(puVar6 + 4) != (inputdata_t *)0x0)) {
CWeaponScavengeItemSpawn::InputSpawnScavengeItem(*(inputdata_t **)(puVar6 + 4));
iVar5 = *(int *)(this + 0x2c);
}
iVar4 = iVar4 + 1;
piVar3 = (int *)(iVar5 + *(int *)(this + 0x60) * 0x14);
} while (iVar4 < piVar3[3]);
}
return 1;
}
return 0;
}
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.