CUtlVector<CSplitPacketEntry,CUtlMemory<CSplitPacketEntry,int>>::operator=
0x001ca1a0 · 317 bytes · __thiscall
_ZN10CUtlVectorI17CSplitPacketEntry10CUtlMemoryIS0_iEEaSERKS3_
Decompiled
undefined (2 params)
/* CUtlVector<CSplitPacketEntry, CUtlMemory<CSplitPacketEntry, int>
>::TEMPNAMEPLACEHOLDERVALUE(CUtlVector<CSplitPacketEntry, CUtlMemory<CSplitPacketEntry, int> >
const&) */
CUtlVector<CSplitPacketEntry,CUtlMemory<CSplitPacketEntry,int>> * __thiscall
CUtlVector<CSplitPacketEntry,CUtlMemory<CSplitPacketEntry,int>>::operator=
(CUtlVector<CSplitPacketEntry,CUtlMemory<CSplitPacketEntry,int>> *this,CUtlVector *param_1
)
{
int iVar1;
int iVar2;
void *__dest;
void *__src;
int iVar3;
netadr_s *this_00;
int iVar4;
iVar1 = *(int *)(param_1 + 0xc);
*(undefined4 *)(this + 0xc) = 0;
if (iVar1 != 0) {
GrowVector(this,iVar1);
ShiftElementsRight(this,0,iVar1);
if (0 < iVar1) {
iVar2 = *(int *)this;
iVar3 = 0;
do {
this_00 = (netadr_s *)(iVar3 * 0x38120 + iVar2);
if (this_00 != (netadr_s *)0x0) {
netadr_s::SetIP(this_00,0);
netadr_s::SetPort(this_00,0);
netadr_s::SetType(this_00,3);
*(undefined4 *)this_00 = 0;
iVar2 = 0;
*(undefined4 *)(this_00 + 4) = 0;
*(undefined4 *)(this_00 + 8) = 0;
do {
*(undefined4 *)(this_00 + iVar2 * 4 + 0xc) = 0xffffffff;
iVar2 = iVar2 + 1;
} while (iVar2 != 0x194);
memset(this_00 + 0x65c,0,0x37ac0);
*(undefined4 *)(this_00 + 0x3811c) = 0;
iVar2 = *(int *)this;
}
iVar3 = iVar3 + 1;
} while (iVar3 != iVar1);
iVar3 = 0;
iVar4 = 0;
while( true ) {
__dest = (void *)(iVar2 + iVar3);
iVar4 = iVar4 + 1;
__src = (void *)(*(int *)param_1 + iVar3);
iVar3 = iVar3 + 0x38120;
memcpy(__dest,__src,0x38120);
if (iVar4 == iVar1) break;
iVar2 = *(int *)this;
}
return this;
}
}
return this;
}
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.