L L4D2node

ServerDemoPacket_BaseEntity::CopyModifiedFieldsToRecordingState

0x005969f0 · 168 bytes · __thiscall

_ZN27ServerDemoPacket_BaseEntity34CopyModifiedFieldsToRecordingStateER26BaseEntityRecordingState_t

Decompiled

undefined (2 params)

/* ServerDemoPacket_BaseEntity::CopyModifiedFieldsToRecordingState(BaseEntityRecordingState_t&) */

void __thiscall
ServerDemoPacket_BaseEntity::CopyModifiedFieldsToRecordingState
          (ServerDemoPacket_BaseEntity *this,BaseEntityRecordingState_t *param_1)

{
  uint uVar1;
  
  uVar1 = *(uint *)this;
  if ((uVar1 & 0x40) != 0) {
    *(undefined4 *)(param_1 + 0x20) = *(undefined4 *)(this + 0x1c);
    *(undefined4 *)(param_1 + 0x24) = *(undefined4 *)(this + 0x20);
    *(undefined4 *)(param_1 + 0x28) = *(undefined4 *)(this + 0x24);
    uVar1 = *(uint *)this;
  }
  if ((uVar1 & 0x80) != 0) {
    *(undefined4 *)(param_1 + 0x2c) = *(undefined4 *)(this + 0x28);
    *(undefined4 *)(param_1 + 0x30) = *(undefined4 *)(this + 0x2c);
    *(undefined4 *)(param_1 + 0x34) = *(undefined4 *)(this + 0x30);
    uVar1 = *(uint *)this;
  }
  if ((uVar1 & 4) != 0) {
    *(undefined4 *)(param_1 + 8) = *(undefined4 *)(this + 0x10);
    uVar1 = *(uint *)this;
  }
  if ((uVar1 & 8) != 0) {
    *(undefined4 *)(param_1 + 0xc) = *(undefined4 *)(this + 0x14);
    uVar1 = *(uint *)this;
  }
  if ((uVar1 & 0x10) != 0) {
    param_1[0x10] = (BaseEntityRecordingState_t)((byte)param_1[0x10] & 0xfe | (byte)this[0xe] & 1);
    uVar1 = *(uint *)this;
  }
  if ((uVar1 & 0x20) != 0) {
    param_1[0x10] =
         (BaseEntityRecordingState_t)((byte)param_1[0x10] & 0xfd | ((byte)this[0x18] & 1) * '\x02');
  }
  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)