L L4D2node

CClientFrame::CopyFrame

0x00115780 · 138 bytes · __thiscall

_ZN12CClientFrame9CopyFrameERS_

Decompiled

undefined (2 params)

/* CClientFrame::CopyFrame(CClientFrame&) */

void __thiscall CClientFrame::CopyFrame(CClientFrame *this,CClientFrame *param_1)

{
  undefined4 *puVar1;
  int iVar2;
  CClientFrame *pCVar3;
  undefined4 *puVar4;
  CClientFrame *pCVar5;
  byte bVar6;
  
  bVar6 = 0;
  *(undefined4 *)(this + 8) = *(undefined4 *)(param_1 + 8);
  *(undefined4 *)(this + 4) = *(undefined4 *)(param_1 + 4);
  SetSnapshot(this,*(CFrameSnapshot **)(param_1 + 0x118));
  pCVar3 = param_1 + 0xc;
  pCVar5 = this + 0xc;
  for (iVar2 = 0x40; iVar2 != 0; iVar2 = iVar2 + -1) {
    *(undefined4 *)pCVar5 = *(undefined4 *)pCVar3;
    pCVar3 = pCVar3 + (uint)bVar6 * -8 + 4;
    pCVar5 = pCVar5 + (uint)bVar6 * -8 + 4;
  }
  if (*(int *)(param_1 + 0x110) != 0) {
    puVar1 = operator_new(0x100);
    if (puVar1 != (undefined4 *)0x0) {
      puVar4 = puVar1;
      for (iVar2 = 0x40; iVar2 != 0; iVar2 = iVar2 + -1) {
        *puVar4 = 0;
        puVar4 = puVar4 + (uint)bVar6 * -2 + 1;
      }
    }
    *(undefined4 **)(this + 0x110) = puVar1;
    puVar4 = *(undefined4 **)(param_1 + 0x110);
    for (iVar2 = 0x40; iVar2 != 0; iVar2 = iVar2 + -1) {
      *puVar1 = *puVar4;
      puVar4 = puVar4 + (uint)bVar6 * -2 + 1;
      puVar1 = puVar1 + (uint)bVar6 * -2 + 1;
    }
  }
  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)