Action<Hunter>::StorePendingEventResult
0x00a9b090 · 188 bytes · __thiscall
_ZN6ActionI6HunterE23StorePendingEventResultERK18EventDesiredResultIS0_EPKc
Decompiled
undefined (3 params)
/* Action<Hunter>::StorePendingEventResult(EventDesiredResult<Hunter> const&, char const*) */
void __thiscall
Action<Hunter>::StorePendingEventResult
(Action<Hunter> *this,EventDesiredResult *param_1,char *param_2)
{
int iVar1;
int *piVar2;
undefined4 uVar3;
if (*(int *)param_1 == 0) {
return;
}
iVar1 = *(int *)(param_1 + 0xc);
if (*(int *)(this + 0x2c) < iVar1) {
if (iVar1 == 0) goto LAB_00a9b0e3;
}
else if ((iVar1 != *(int *)(this + 0x2c)) || (*(int *)(this + 0x20) != 4)) {
if ((iVar1 == 3) && (*(int *)(developer._28_4_ + 0x30) != 0)) {
uVar3 = (**(code **)(*(int *)this + 0xa4))(this);
DevMsg("%3.2f: WARNING: %s::%s() RESULT_CRITICAL collision\n",
(double)*(float *)(gpGlobals + 0xc),uVar3,param_2);
}
if (*(int **)(param_1 + 4) == (int *)0x0) {
return;
}
/* WARNING: Could not recover jumptable at 0x00a9b0cd. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(**(int **)(param_1 + 4) + 4))();
return;
}
piVar2 = *(int **)(this + 0x24);
if (piVar2 != (int *)0x0) {
(**(code **)(*piVar2 + 4))(piVar2);
}
LAB_00a9b0e3:
*(undefined4 *)(this + 0x20) = *(undefined4 *)param_1;
*(undefined4 *)(this + 0x24) = *(undefined4 *)(param_1 + 4);
*(undefined4 *)(this + 0x28) = *(undefined4 *)(param_1 + 8);
*(undefined4 *)(this + 0x2c) = *(undefined4 *)(param_1 + 0xc);
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.