CopyMemory3D
0x0004b7a0 · 243 bytes · __cdecl
_Z12CopyMemory3DPvPKviiiiiii
Decompiled
undefined (9 params)
/* CopyMemory3D(void*, void const*, int, int, int, int, int, int, int) */
void CopyMemory3D(void *param_1,void *param_2,int param_3,int param_4,int param_5,int param_6,
int param_7,int param_8,int param_9)
{
int iVar1;
int local_34;
void *local_30;
void *local_2c;
local_2c = param_1;
local_30 = param_2;
local_34 = param_5;
if (((param_5 != 0) && (param_4 != 0)) && (param_3 != 0)) {
iVar1 = param_4;
if ((param_3 == param_8) && (param_3 == param_6)) {
if (param_7 == param_9) {
memcpy(param_1,param_2,param_3 * param_4 * param_5);
return;
}
do {
param_5 = param_5 + -1;
memcpy(param_1,param_2,param_3 * param_4);
param_1 = (void *)((int)param_1 + param_9);
param_2 = (void *)((int)param_2 + param_7);
} while (param_5 != -1);
}
else {
do {
do {
memcpy(param_1,param_2,param_3);
param_1 = (void *)((int)param_1 + param_8);
param_2 = (void *)((int)param_2 + param_6);
iVar1 = iVar1 + -1;
} while (iVar1 != 0);
local_34 = local_34 + -1;
param_2 = (void *)((int)local_30 + param_7);
param_1 = (void *)((int)local_2c + param_9);
iVar1 = param_4;
local_2c = param_1;
local_30 = param_2;
} while (local_34 != -1);
}
}
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.