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 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.