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 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.