L L4D2node

CChangeFrameList::Copy

0x00114630 · 155 bytes · __thiscall

_ZN16CChangeFrameList4CopyEv

Decompiled

undefined (1 param)

/* CChangeFrameList::Copy() */

void __thiscall CChangeFrameList::Copy(CChangeFrameList *this)

{
  int iVar1;
  undefined4 *puVar2;
  int iVar3;
  
  puVar2 = operator_new(0x18);
  *puVar2 = &PTR_Release_002a9d08;
  puVar2[1] = 0;
  puVar2[2] = 0;
  puVar2[3] = 0;
  puVar2[4] = 0;
  puVar2[5] = 0;
  iVar1 = *(int *)(this + 0x10);
  if (iVar1 != 0) {
    CUtlVector<int,CUtlMemory<int,int>>::GrowVector
              ((CUtlVector<int,CUtlMemory<int,int>> *)(puVar2 + 1),iVar1);
    CUtlVector<int,CUtlMemory<int,int>>::ShiftElementsRight
              ((CUtlVector<int,CUtlMemory<int,int>> *)(puVar2 + 1),0,iVar1);
    if (0 < iVar1) {
      iVar3 = 0;
      do {
        *(undefined4 *)(puVar2[1] + iVar3 * 4) = *(undefined4 *)(*(int *)(this + 4) + iVar3 * 4);
        iVar3 = iVar3 + 1;
      } while (iVar3 != iVar1);
      return;
    }
  }
  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)