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 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.