L L4D2node

CSceneCache::CSceneCache

0x004ae2c0 · 162 bytes · __thiscall

_ZN11CSceneCacheC1ERKS_

Decompiled

undefined (2 params)

/* CSceneCache::CSceneCache(CSceneCache const&) */

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

{
  int iVar1;
  int iVar2;
  
  *(undefined ***)this = &PTR_Save_00c1d1a0;
  *(undefined4 *)(this + 8) = 0;
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0x14) = 0;
  *(undefined4 *)(this + 0x18) = 0;
  *(undefined4 *)(this + 4) = *(undefined4 *)(param_1 + 4);
  iVar1 = *(int *)(param_1 + 0x14);
  if (iVar1 != 0) {
    CUtlVector<unsigned_short,CUtlMemory<unsigned_short,int>>::GrowVector
              ((CUtlVector<unsigned_short,CUtlMemory<unsigned_short,int>> *)(this + 8),iVar1);
                    /* try { // try from 004ae334 to 004ae338 has its CatchHandler @ 004ae365 */
    CUtlVector<unsigned_short,CUtlMemory<unsigned_short,int>>::ShiftElementsRight
              ((CUtlVector<unsigned_short,CUtlMemory<unsigned_short,int>> *)(this + 8),0,iVar1);
    if (0 < iVar1) {
      iVar2 = 0;
      do {
        *(undefined2 *)(*(int *)(this + 8) + iVar2) = *(undefined2 *)(*(int *)(param_1 + 8) + iVar2)
        ;
        iVar2 = iVar2 + 2;
      } while (iVar2 != iVar1 * 2);
      return;
    }
  }
  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)