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 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.