CFuncTrackChange::UpdateAutoTargets
0x00b0a3b0 · 301 bytes · __thiscall
_ZN16CFuncTrackChange17UpdateAutoTargetsEi
Decompiled
undefined (2 params)
/* CFuncTrackChange::UpdateAutoTargets(int) */
void __thiscall CFuncTrackChange::UpdateAutoTargets(CFuncTrackChange *this,int param_1)
{
char cVar1;
CBaseEdict *pCVar2;
int iVar3;
int iVar4;
uint uVar5;
iVar4 = *(int *)(this + 0x4ec);
if (iVar4 == 0) {
return;
}
iVar3 = *(int *)(this + 0x4f0);
if (iVar3 == 0) {
return;
}
uVar5 = *(uint *)(iVar4 + 0x148);
if (param_1 == 0) {
if (uVar5 != (uVar5 & 0xfffffffe)) {
if (*(char *)(iVar4 + 0x6c) == '\0') {
pCVar2 = *(CBaseEdict **)(iVar4 + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
*(byte *)(iVar4 + 0x70) = *(byte *)(iVar4 + 0x70) | 1;
}
*(uint *)(iVar4 + 0x148) = uVar5 & 0xfffffffe;
iVar3 = *(int *)(this + 0x4f0);
}
}
else {
if (uVar5 != (uVar5 | 1)) {
if (*(char *)(iVar4 + 0x6c) == '\0') {
pCVar2 = *(CBaseEdict **)(iVar4 + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
*(byte *)(iVar4 + 0x70) = *(byte *)(iVar4 + 0x70) | 1;
}
*(uint *)(iVar4 + 0x148) = uVar5 | 1;
iVar3 = *(int *)(this + 0x4f0);
}
if (param_1 == 1) {
uVar5 = *(uint *)(iVar3 + 0x148) & 0xfffffffe;
if (*(uint *)(iVar3 + 0x148) == uVar5) {
return;
}
cVar1 = *(char *)(iVar3 + 0x6c);
goto joined_r0x00b0a4c7;
}
}
uVar5 = *(uint *)(iVar3 + 0x148) | 1;
if (*(uint *)(iVar3 + 0x148) == uVar5) {
return;
}
cVar1 = *(char *)(iVar3 + 0x6c);
joined_r0x00b0a4c7:
if (cVar1 == '\0') {
pCVar2 = *(CBaseEdict **)(iVar3 + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar4 + 2) = 0;
}
}
else {
*(byte *)(iVar3 + 0x70) = *(byte *)(iVar3 + 0x70) | 1;
}
*(uint *)(iVar3 + 0x148) = uVar5;
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.