CSurvivorDeathModel::CSurvivorDeathModel
0x009adfb0 · 276 bytes · __thiscall
_ZN19CSurvivorDeathModelC1Ev
Decompiled
undefined (1 param)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* CSurvivorDeathModel::CSurvivorDeathModel() */
void __thiscall CSurvivorDeathModel::CSurvivorDeathModel(CSurvivorDeathModel *this)
{
int iVar1;
int iVar2;
int iVar3;
CBaseFlex::CBaseFlex((CBaseFlex *)this);
*(undefined ***)this = &PTR__CSurvivorDeathModel_00d1b108;
iVar2 = DAT_01016aac;
iVar1 = DAT_01016aac + 1;
if ((iVar1 <= DAT_01016aa4) || (DAT_01016aa8 < 0)) goto LAB_009adfe1;
if (DAT_01016aa8 == 0) {
iVar3 = DAT_01016aa4;
if (DAT_01016aa4 == 0) {
if (iVar1 < 9) {
DAT_01016aa4 = 8;
goto LAB_009ae03f;
}
iVar3 = 8;
}
do {
DAT_01016aa4 = iVar3 * 2;
if (iVar1 <= DAT_01016aa4) break;
DAT_01016aa4 = iVar3 * 4;
iVar3 = DAT_01016aa4;
} while (DAT_01016aa4 < iVar1);
}
else {
for (DAT_01016aa4 = (DAT_01016aac / DAT_01016aa8 + 1) * DAT_01016aa8; DAT_01016aa4 < iVar1;
DAT_01016aa4 = (DAT_01016aa4 + iVar1) / 2) {
}
}
LAB_009ae03f:
if (g_DeadSurvivors == (void *)0x0) {
g_DeadSurvivors = malloc(DAT_01016aa4 << 2);
}
else {
g_DeadSurvivors = realloc(g_DeadSurvivors,DAT_01016aa4 << 2);
iVar1 = DAT_01016aac + 1;
}
LAB_009adfe1:
iVar3 = iVar2 * 4;
iVar2 = (iVar1 - iVar2) + -1;
DAT_01016aac = iVar1;
_DAT_01016ab0 = g_DeadSurvivors;
if (0 < iVar2) {
/* try { // try from 009ae085 to 009ae089 has its CatchHandler @ 009ae0dc */
_V_memmove((void *)((int)g_DeadSurvivors + iVar3 + 4),(void *)((int)g_DeadSurvivors + iVar3),
iVar2 * 4);
}
if ((undefined4 *)(iVar3 + (int)g_DeadSurvivors) != (undefined4 *)0x0) {
*(undefined4 *)(iVar3 + (int)g_DeadSurvivors) = this;
}
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.