L L4D2node

copy_block

0x000ebfc0 · 440 bytes · __cdecl

_Z10copy_blockR6TStatePcji

Decompiled

undefined (4 params)

/* copy_block(TState&, char*, unsigned int, int) */

void copy_block(TState *param_1,char *param_2,uint param_3,int param_4)

{
  int iVar1;
  byte bVar2;
  uint uVar3;
  
  bi_windup(param_1);
  if (param_4 == 0) goto LAB_000ec07d;
  uVar3 = *(uint *)(param_1 + 0x1af64);
  bVar2 = (byte)(param_3 >> 8);
  if (uVar3 < *(int *)(param_1 + 0x1af68) - 1U) {
LAB_000ebff9:
    *(uint *)(param_1 + 0x1af64) = uVar3 + 1;
    *(byte *)(*(int *)(param_1 + 0x1af60) + uVar3) = (byte)param_3;
    iVar1 = *(int *)(param_1 + 0x1af64);
    *(int *)(param_1 + 0x1af64) = iVar1 + 1;
    *(byte *)(*(int *)(param_1 + 0x1af60) + iVar1) = bVar2;
    uVar3 = *(uint *)(param_1 + 0x1af64);
    if (*(int *)(param_1 + 0x1af68) - 1U <= uVar3) goto LAB_000ec153;
LAB_000ec041:
    *(uint *)(param_1 + 0x1af64) = uVar3 + 1;
    *(byte *)(*(int *)(param_1 + 0x1af60) + uVar3) = ~(byte)param_3;
    iVar1 = *(int *)(param_1 + 0x1af64);
    *(int *)(param_1 + 0x1af64) = iVar1 + 1;
    *(byte *)(*(int *)(param_1 + 0x1af60) + iVar1) = ~bVar2;
  }
  else {
    (**(code **)(param_1 + 0x10))
              (*(undefined4 *)param_1,*(undefined4 *)(param_1 + 0x1af60),param_1 + 0x1af64);
    uVar3 = *(uint *)(param_1 + 0x1af64);
    if (uVar3 < *(int *)(param_1 + 0x1af68) - 1U) goto LAB_000ebff9;
LAB_000ec153:
    (**(code **)(param_1 + 0x10))
              (*(undefined4 *)param_1,*(undefined4 *)(param_1 + 0x1af60),param_1 + 0x1af64);
    uVar3 = *(uint *)(param_1 + 0x1af64);
    if (uVar3 < *(int *)(param_1 + 0x1af68) - 1U) goto LAB_000ec041;
  }
  *(int *)(param_1 + 0x1af6c) = *(int *)(param_1 + 0x1af6c) + 0x20;
LAB_000ec07d:
  if (*(int *)(param_1 + 0x1af54) == 0) {
    if (*(uint *)(param_1 + 0x1af68) < param_3 + *(int *)(param_1 + 0x1af64)) {
      *(char **)(param_1 + 0x6afa4) = "output buffer too small for in-memory compression";
    }
    else {
      memcpy((void *)(*(int *)(param_1 + 0x1af64) + *(int *)(param_1 + 0x1af60)),param_2,param_3);
      *(uint *)(param_1 + 0x1af64) = *(int *)(param_1 + 0x1af64) + param_3;
    }
  }
  else {
    (**(code **)(param_1 + 0x10))
              (*(undefined4 *)param_1,*(undefined4 *)(param_1 + 0x1af60),param_1 + 0x1af64);
    *(uint *)(param_1 + 0x1af64) = param_3;
    (**(code **)(param_1 + 0x10))(*(undefined4 *)param_1,param_2,param_1 + 0x1af64);
  }
  *(uint *)(param_1 + 0x1af6c) = *(int *)(param_1 + 0x1af6c) + param_3 * 8;
  return;
}

SourceMod gamedata

paste into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)