IceKey::scheduleBuild
0x00bbb090 · 248 bytes · __thiscall
_ZN6IceKey13scheduleBuildEPtiPKi
Decompiled
undefined (4 params)
/* IceKey::scheduleBuild(unsigned short*, int, int const*) */
void __thiscall IceKey::scheduleBuild(IceKey *this,ushort *param_1,int param_2,int *param_3)
{
ushort *puVar1;
ushort uVar2;
int iVar3;
undefined4 *puVar4;
uint uVar5;
int iVar6;
uint uVar7;
int local_24;
int local_20;
int local_18;
local_20 = 0;
local_24 = param_2 * 0xc;
do {
uVar7 = 0;
local_18 = 0;
iVar3 = param_3[local_20];
puVar4 = (undefined4 *)(local_24 + *(int *)(this + 8));
*puVar4 = 0;
puVar4[1] = 0;
puVar4[2] = 0;
while( true ) {
iVar6 = 0;
while( true ) {
uVar5 = iVar3 + iVar6;
iVar6 = iVar6 + 1;
puVar1 = param_1 + (uVar5 & 3);
uVar2 = *puVar1;
puVar4[local_18 % 3] = (uint)(uVar2 & 1) | uVar7 * 2;
*puVar1 = (uVar2 & 1 ^ 1) << 0xf | (ushort)((int)(uint)*puVar1 >> 1);
if (iVar6 == 4) break;
uVar7 = puVar4[local_18 % 3];
}
local_18 = local_18 + 1;
if (local_18 == 0xf) break;
uVar7 = puVar4[local_18 % 3];
}
local_20 = local_20 + 1;
local_24 = local_24 + 0xc;
} while (local_20 != 8);
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.