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 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.