COM_CopyFileChunk
0x00126c30 · 316 bytes · __cdecl
_Z17COM_CopyFileChunkPvS_i
Decompiled
undefined (3 params)
/* COM_CopyFileChunk(void*, void*, int) */
void COM_CopyFileChunk(void *param_1,void *param_2,int param_3)
{
int iVar1;
int in_GS_OFFSET;
undefined1 local_420 [1024];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
if (0x400 < param_3) {
iVar1 = param_3;
do {
iVar1 = iVar1 + -0x400;
(*(code *)**(undefined4 **)(g_pFileSystem + 4))(g_pFileSystem + 4,local_420,0x400,param_2);
(**(code **)(*(int *)(g_pFileSystem + 4) + 4))(g_pFileSystem + 4,local_420,0x400,param_1);
} while (0x400 < iVar1);
param_3 = (param_3 + -0x400) - (param_3 - 0x401U & 0xfffffc00);
}
(*(code *)**(undefined4 **)(g_pFileSystem + 4))(g_pFileSystem + 4,local_420,param_3,param_2);
(**(code **)(*(int *)(g_pFileSystem + 4) + 4))(g_pFileSystem + 4,local_420,param_3,param_1);
(**(code **)(*(int *)(g_pFileSystem + 4) + 0x20))(g_pFileSystem + 4,param_2);
(**(code **)(*(int *)(g_pFileSystem + 4) + 0x20))(g_pFileSystem + 4,param_1);
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.