L L4D2node

CopyPropState

0x0014ec70 · 194 bytes · __regparm3

_ZL13CopyPropStateP12CRecvDecoderiP7bf_readP16CDeltaBitsWriter

Decompiled

undefined (4 params)

/* CopyPropState(CRecvDecoder*, int, bf_read*, CDeltaBitsWriter*) */

void __regparm3
CopyPropState(CRecvDecoder *param_1,int param_2,bf_read *param_3,CDeltaBitsWriter *param_4)

{
  int iVar1;
  int iVar2;
  
  iVar2 = *(int *)(*(int *)(param_1 + 0x34) + param_2 * 4);
  if (*(int *)(param_3 + 0x20) == 0) {
    iVar1 = 0;
  }
  else {
    iVar1 = (((uint)(*(int *)(param_3 + 0x18) - *(int *)(param_3 + 0x20)) >> 2) * 0x20 -
            *(int *)(param_3 + 0x14)) + (*(uint *)(param_3 + 0xc) & 3) * 8;
    if (*(int *)(param_3 + 8) < iVar1) {
      iVar1 = *(int *)(param_3 + 8);
    }
  }
  (**(code **)(g_PropTypeFns + *(int *)(iVar2 + 8) * 0x24 + 0x20))(iVar2,param_3);
  if (*(int *)(param_3 + 0x20) == 0) {
    iVar2 = 0;
  }
  else {
    iVar2 = (((uint)(*(int *)(param_3 + 0x18) - *(int *)(param_3 + 0x20)) >> 2) * 0x20 -
            *(int *)(param_3 + 0x14)) + (*(uint *)(param_3 + 0xc) & 3) * 8;
    if (*(int *)(param_3 + 8) < iVar2) {
      iVar2 = *(int *)(param_3 + 8);
    }
  }
  CBitRead::Seek((CBitRead *)param_3,iVar1);
  CDeltaBitsWriter::WritePropIndex(param_4,param_2);
  bf_write::WriteBitsFromBuffer(*(bf_write **)param_4,param_3,iVar2 - iVar1);
  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)