GCSDK::FieldSet_t::DoAssignment
0x00094dd0 · 253 bytes · __thiscall
_ZN5GCSDK10FieldSet_t12DoAssignmentERKS0_
Decompiled
undefined (2 params)
/* GCSDK::FieldSet_t::DoAssignment(GCSDK::FieldSet_t const&) */
void __thiscall GCSDK::FieldSet_t::DoAssignment(FieldSet_t *this,FieldSet_t *param_1)
{
int iVar1;
int iVar2;
iVar1 = *(int *)(param_1 + 0xc);
*(undefined4 *)(this + 0xc) = 0;
if (iVar1 != 0) {
CUtlVector<int,CUtlMemory<int,int>>::GrowVector
((CUtlVector<int,CUtlMemory<int,int>> *)this,iVar1);
CUtlVector<int,CUtlMemory<int,int>>::ShiftElementsRight
((CUtlVector<int,CUtlMemory<int,int>> *)this,0,iVar1);
if (0 < iVar1) {
iVar2 = 0;
do {
*(undefined4 *)(*(int *)this + iVar2 * 4) = *(undefined4 *)(*(int *)param_1 + iVar2 * 4);
iVar2 = iVar2 + 1;
} while (iVar2 != iVar1);
iVar1 = *(int *)(param_1 + 0x20);
*(undefined4 *)(this + 0x20) = 0;
goto joined_r0x00094e7d;
}
}
iVar1 = *(int *)(param_1 + 0x20);
*(undefined4 *)(this + 0x20) = 0;
joined_r0x00094e7d:
if (iVar1 != 0) {
CUtlVector<int,CUtlMemory<int,int>>::GrowVector
((CUtlVector<int,CUtlMemory<int,int>> *)(this + 0x14),iVar1);
CUtlVector<int,CUtlMemory<int,int>>::ShiftElementsRight
((CUtlVector<int,CUtlMemory<int,int>> *)(this + 0x14),0,iVar1);
if (0 < iVar1) {
iVar2 = 0;
do {
*(undefined4 *)(*(int *)(this + 0x14) + iVar2 * 4) =
*(undefined4 *)(*(int *)(param_1 + 0x14) + iVar2 * 4);
iVar2 = iVar2 + 1;
} while (iVar2 != iVar1);
}
}
this[0x28] = param_1[0x28];
this[0x29] = param_1[0x29];
*(undefined4 *)(this + 0x2c) = *(undefined4 *)(param_1 + 0x2c);
V_strncpy((char *)(this + 0x30),(char *)(param_1 + 0x30),0x80);
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.