L L4D2node

IceKey::set

0x00270d60 · 260 bytes · __thiscall

_ZN6IceKey3setEPKh

Decompiled

undefined (2 params)

/* IceKey::set(unsigned char const*) */

void __thiscall IceKey::set(IceKey *this,uchar *param_1)

{
  uchar *puVar1;
  int iVar2;
  undefined2 *puVar3;
  undefined2 *puVar4;
  int iVar5;
  int local_24;
  undefined2 local_1a;
  ushort local_18 [3];
  undefined2 local_12;
  
  if (*(int *)(this + 4) != 8) {
    if (0 < *(int *)this) {
      local_24 = 0;
      iVar5 = 0;
      do {
        puVar1 = param_1 + iVar5;
        puVar3 = &local_12;
        do {
          puVar4 = puVar3 + -1;
          *puVar3 = CONCAT11(*puVar1,puVar1[1]);
          puVar1 = puVar1 + 2;
          puVar3 = puVar4;
        } while (puVar4 != &local_1a);
        scheduleBuild(this,local_18,iVar5,(int *)ice_keyrot);
        iVar2 = (*(int *)(this + 4) + -8) - iVar5;
        iVar5 = iVar5 + 8;
        scheduleBuild(this,local_18,iVar2,(int *)(ice_keyrot + 0x20));
        local_24 = local_24 + 1;
      } while (local_24 < *(int *)this);
    }
    return;
  }
  iVar5 = 0;
  do {
    puVar1 = param_1 + iVar5;
    iVar2 = iVar5 + 1;
    puVar3 = (undefined2 *)((int)&local_12 - iVar5);
    iVar5 = iVar5 + 2;
    *puVar3 = CONCAT11(*puVar1,param_1[iVar2]);
  } while (iVar5 != 8);
  scheduleBuild(this,local_18,0,(int *)ice_keyrot);
  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)