CBaseClientState::CopyEntityBaseline
0x001027d0 · 216 bytes · __thiscall
_ZN16CBaseClientState18CopyEntityBaselineEii
Decompiled
undefined (3 params)
/* CBaseClientState::CopyEntityBaseline(int, int) */
void __thiscall CBaseClientState::CopyEntityBaseline(CBaseClientState *this,int param_1,int param_2)
{
undefined4 *puVar1;
PackedEntity *this_00;
CBaseClientState *pCVar2;
CBaseClientState *pCVar3;
pCVar2 = this + param_2 * 0x2000 + 0x1c4;
do {
while( true ) {
this_00 = *(PackedEntity **)pCVar2;
puVar1 = *(undefined4 **)(pCVar2 + param_1 * 0x2000 + param_2 * -0x2000);
if (puVar1 == (undefined4 *)0x0) break;
if (this_00 == (PackedEntity *)0x0) {
this_00 = operator_new(0x34);
/* try { // try from 00102891 to 00102895 has its CatchHandler @ 001028b2 */
PackedEntity::PackedEntity(this_00);
*(PackedEntity **)pCVar2 = this_00;
*(undefined4 *)(this_00 + 4) = 0;
*(undefined4 *)this_00 = 0;
LOCK();
*(undefined4 *)(this_00 + 0xc) = 0;
UNLOCK();
}
*(undefined4 *)(this_00 + 8) = puVar1[2];
*(undefined4 *)(this_00 + 4) = puVar1[1];
*(undefined4 *)this_00 = *puVar1;
PackedEntity::AllocAndCopyPadded(this_00,(void *)puVar1[9],puVar1[10] + 7 >> 3);
LAB_00102830:
pCVar2 = pCVar2 + 4;
if (pCVar2 == this + param_2 * 0x2000 + 0x21c4) {
return;
}
}
if (this_00 == (PackedEntity *)0x0) goto LAB_00102830;
pCVar3 = pCVar2 + 4;
PackedEntity::~PackedEntity(this_00);
operator_delete(this_00);
*(undefined4 *)pCVar2 = 0;
pCVar2 = pCVar3;
if (pCVar3 == this + param_2 * 0x2000 + 0x21c4) {
return;
}
} while( true );
}
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.