L L4D2node

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 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)