L L4D2node

Generic_FastCopy

0x0014ac80 · 113 bytes · __cdecl

_Z16Generic_FastCopyPK8SendPropPK8RecvPropPKhPhi

Decompiled

undefined (5 params)

/* Generic_FastCopy(SendProp const*, RecvProp const*, unsigned char const*, unsigned char*, int) */

void Generic_FastCopy(SendProp *param_1,RecvProp *param_2,uchar *param_3,uchar *param_4,int param_5)

{
  RecvProp *local_38;
  undefined1 local_34 [12];
  undefined4 local_28;
  undefined4 local_24;
  int local_20;
  
  local_28 = 1;
  (**(code **)(param_1 + 0x40))
            (param_1,param_3,param_3 + *(int *)(param_1 + 0x4c),local_34,0,param_5);
  local_38 = param_2;
  local_20 = param_5;
  local_24 = 0;
  (**(code **)(param_2 + 0x20))(&local_38,param_4,param_4 + *(int *)(param_2 + 0x2c));
  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)