L L4D2node

CGameServer::CopyTempEntities

0x001fc980 · 110 bytes · __thiscall

_ZN11CGameServer16CopyTempEntitiesEP14CFrameSnapshot

Decompiled

undefined (2 params)

/* CGameServer::CopyTempEntities(CFrameSnapshot*) */

void __thiscall CGameServer::CopyTempEntities(CGameServer *this,CFrameSnapshot *param_1)

{
  uint uVar1;
  void *pvVar2;
  uint uVar3;
  
  uVar1 = *(uint *)(this + 0x234);
  if (0 < (int)uVar1) {
    *(uint *)(param_1 + 0x20) = uVar1;
    uVar3 = 0xffffffff;
    if (uVar1 < 0x1fc00001) {
      uVar3 = uVar1 * 4;
    }
    pvVar2 = operator_new__(uVar3);
    *(void **)(param_1 + 0x1c) = pvVar2;
    _V_memcpy(pvVar2,*(void **)(this + 0x228),*(int *)(this + 0x234) * 4);
    *(undefined4 *)(this + 0x234) = 0;
  }
  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)