L L4D2node

CHLTVFrame::CopyHLTVData

0x001702b0 · 367 bytes · __thiscall

_ZN10CHLTVFrame12CopyHLTVDataERS_

Decompiled

undefined (2 params)

/* CHLTVFrame::CopyHLTVData(CHLTVFrame&) */

void __thiscall CHLTVFrame::CopyHLTVData(CHLTVFrame *this,CHLTVFrame *param_1)

{
  bf_write *this_00;
  int iVar1;
  uint uVar2;
  void *pvVar3;
  int iVar4;
  uint uVar5;
  
  iVar4 = *(int *)(param_1 + 0x140);
  if (0 < iVar4) {
    iVar1 = iVar4 + 7 >> 3;
    uVar2 = iVar1 + 3;
    uVar5 = iVar1 + 6;
    if (-1 < (int)uVar2) {
      uVar5 = uVar2;
    }
    uVar5 = uVar5 & 0xfffffffc;
    pvVar3 = operator_new__(uVar5);
    bf_write::StartWriting((bf_write *)(this + 0x134),pvVar3,uVar5,iVar4,-1);
    _V_memcpy(*(void **)(this + 0x134),*(void **)(param_1 + 0x134),uVar5);
  }
  iVar4 = *(int *)(param_1 + 0x158) + *(int *)(param_1 + 0x1a0) + *(int *)(param_1 + 0x188);
  if (*(int *)(tv_relayvoice._28_4_ + 0x30) != 0) {
    iVar4 = iVar4 + *(int *)(param_1 + 0x170);
  }
  if (0 < iVar4) {
    iVar4 = iVar4 + 7 >> 3;
    uVar2 = iVar4 + 3;
    uVar5 = iVar4 + 6;
    if (-1 < (int)uVar2) {
      uVar5 = uVar2;
    }
    pvVar3 = operator_new__(uVar5 & 0xfffffffc);
    this_00 = (bf_write *)(this + 0x14c);
    bf_write::StartWriting(this_00,pvVar3,uVar5 & 0xfffffffc,0,-1);
    bf_write::WriteBits(this_00,*(void **)(param_1 + 0x14c),*(int *)(param_1 + 0x158));
    bf_write::WriteBits(this_00,*(void **)(param_1 + 0x194),*(int *)(param_1 + 0x1a0));
    bf_write::WriteBits(this_00,*(void **)(param_1 + 0x17c),*(int *)(param_1 + 0x188));
    if (*(int *)(tv_relayvoice._28_4_ + 0x30) != 0) {
      bf_write::WriteBits(this_00,*(void **)(param_1 + 0x164),*(int *)(param_1 + 0x170));
      return;
    }
  }
  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)