L L4D2node

CVariantBase<CVariantDefaultAllocator>::CopyData

0x00375ac4 · 57 bytes · __regparm3

_ZN12CVariantBaseI24CVariantDefaultAllocatorE8CopyDataEPKcb.part.111

Decompiled

undefined (2 params)

/* CVariantBase<CVariantDefaultAllocator>::CopyData(char const*, bool) [clone .part.111] */

void __regparm3 CVariantBase<CVariantDefaultAllocator>::CopyData(char *param_1,bool param_2)

{
  int iVar1;
  char *pcVar2;
  size_t __size;
  undefined3 in_register_00000009;
  char *pcVar3;
  byte bVar4;
  
  bVar4 = 0;
  iVar1 = _V_strlen((char *)CONCAT31(in_register_00000009,param_2));
  __size = iVar1 + 1;
  pcVar2 = malloc(__size);
  *(char **)param_1 = pcVar2;
  pcVar3 = (char *)CONCAT31(in_register_00000009,param_2);
  for (; __size != 0; __size = __size - 1) {
    *pcVar2 = *pcVar3;
    pcVar3 = pcVar3 + (uint)bVar4 * -2 + 1;
    pcVar2 = pcVar2 + (uint)bVar4 * -2 + 1;
  }
  *(ushort *)(param_1 + 10) = *(ushort *)(param_1 + 10) | 1;
  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)