L L4D2node

CSameTeamGroup::CSameTeamGroup

0x0046fa20 · 186 bytes · __thiscall

_ZN14CSameTeamGroupC2ERKS_

Decompiled

undefined (2 params)

/* CSameTeamGroup::CSameTeamGroup(CSameTeamGroup const&) */

void __thiscall CSameTeamGroup::CSameTeamGroup(CSameTeamGroup *this,CSameTeamGroup *param_1)

{
  int iVar1;
  int iVar2;
  void *pvVar3;
  int iVar4;
  size_t __size;
  
  *(undefined ***)this = &PTR___cxa_pure_virtual_00c17010;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0x14) = 0;
  *(undefined4 *)(this + 0x18) = *(undefined4 *)(param_1 + 0x18);
  iVar1 = *(int *)(param_1 + 0x10);
  if (iVar1 == 0) {
    return;
  }
  if (iVar1 < 1) {
    *(int *)(this + 0x10) = iVar1;
    return;
  }
  if (iVar1 < 9) {
    __size = 0x20;
    iVar4 = 8;
  }
  else {
    iVar4 = 8;
    do {
      iVar2 = iVar4;
      iVar4 = iVar2 * 2;
    } while (iVar4 < iVar1);
    __size = iVar2 * 8;
  }
  *(int *)(this + 8) = iVar4;
  pvVar3 = malloc(__size);
  *(int *)(this + 0x10) = iVar1;
  *(void **)(this + 4) = pvVar3;
  *(void **)(this + 0x14) = pvVar3;
  iVar4 = 0;
  do {
    *(undefined4 *)(*(int *)(this + 4) + iVar4 * 4) =
         *(undefined4 *)(*(int *)(param_1 + 4) + iVar4 * 4);
    iVar4 = iVar4 + 1;
  } while (iVar4 != iVar1);
  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)