L L4D2node

DecodeInfo::CopyVars

0x0014ac00 · 51 bytes · __thiscall

_ZN10DecodeInfo8CopyVarsEPKS_

Decompiled

undefined (2 params)

/* DecodeInfo::CopyVars(DecodeInfo const*) */

void __thiscall DecodeInfo::CopyVars(DecodeInfo *this,DecodeInfo *param_1)

{
  *(undefined4 *)(this + 0x1c) = *(undefined4 *)(param_1 + 0x1c);
  *(undefined4 *)(this + 0x20) = *(undefined4 *)(param_1 + 0x20);
  *(undefined4 *)this = *(undefined4 *)param_1;
  *(undefined4 *)(this + 0x24) = *(undefined4 *)(param_1 + 0x24);
  *(undefined4 *)(this + 0x28) = *(undefined4 *)(param_1 + 0x28);
  *(undefined4 *)(this + 0x18) = *(undefined4 *)(param_1 + 0x18);
  *(undefined4 *)(this + 0x14) = *(undefined4 *)(param_1 + 0x14);
  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)