L L4D2node

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 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)