AttributeAutocomplete
0x00972570 · 415 bytes · __cdecl
_ZL21AttributeAutocompletePKcPA64_c
Decompiled
undefined (2 params)
/* AttributeAutocomplete(char const*, char (*) [64]) */
int AttributeAutocomplete(char *param_1,char *param_2)
{
int iVar1;
undefined1 *puVar2;
char *pcVar3;
int iVar4;
int iVar5;
int iVar6;
char *pcVar7;
int iVar8;
int in_GS_OFFSET;
char local_61 [65];
int local_20;
iVar6 = 0;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
iVar1 = _V_strlen(param_1);
if (iVar1 < 0x40) {
V_strncpy(local_61,param_1,0x41);
puVar2 = (undefined1 *)_V_strrchr(local_61,' ');
if (puVar2 != (undefined1 *)0x0) {
*puVar2 = 0;
pcVar3 = puVar2 + 1;
iVar1 = _V_strlen(pcVar3);
pcVar7 = "EMPTY";
iVar8 = 0;
do {
iVar4 = V_strnicmp(pcVar7,pcVar3,iVar1);
if (iVar4 != 0) {
pcVar7 = *(char **)(spawnAttributeTable + (iVar8 + 1) * 8);
if (pcVar7 != (char *)0x0) goto LAB_00972626;
LAB_00972689:
if ((TheNavAttributeTable != (undefined *)0x0) && (iVar6 < 0x40)) {
iVar4 = 0;
pcVar7 = TheNavAttributeTable;
iVar8 = iVar6;
do {
iVar5 = V_strnicmp(pcVar7,pcVar3,iVar1);
iVar6 = iVar8;
if (iVar5 == 0) {
iVar6 = iVar8 + 1;
V_snprintf(param_2 + iVar8 * 0x40,0x40,"%s %s",local_61,
(&TheNavAttributeTable)[iVar4 * 2]);
}
iVar4 = iVar4 + 1;
pcVar7 = (&TheNavAttributeTable)[iVar4 * 2];
} while ((pcVar7 != (char *)0x0) && (iVar8 = iVar6, iVar6 < 0x40));
}
break;
}
iVar4 = iVar6 + 1;
V_snprintf(param_2 + iVar6 * 0x40,0x40,"%s %s",local_61,pcVar7);
pcVar7 = *(char **)(spawnAttributeTable + (iVar8 + 1) * 8);
iVar6 = iVar4;
if (pcVar7 == (char *)0x0) goto LAB_00972689;
LAB_00972626:
iVar8 = iVar8 + 1;
} while (iVar6 < 0x40);
}
}
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return iVar6;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.