L L4D2node

CServerDemo::WriteBaseAnimatingOverlay

0x00597e80 · 195 bytes · __thiscall

_ZN11CServerDemo25WriteBaseAnimatingOverlayEP9KeyValues

Decompiled

undefined (2 params)

/* CServerDemo::WriteBaseAnimatingOverlay(KeyValues*) */

void __thiscall CServerDemo::WriteBaseAnimatingOverlay(CServerDemo *this,KeyValues *param_1)

{
  int iVar1;
  KeyValues *this_00;
  ServerDemoPacket_BaseAnimatingOverlay *this_01;
  int *piVar2;
  
  if (WriteBaseAnimatingOverlay(KeyValues*)::hSym == '\0') {
    iVar1 = __cxa_guard_acquire(&WriteBaseAnimatingOverlay(KeyValues*)::hSym);
    if (iVar1 != 0) {
                    /* try { // try from 00597f20 to 00597f3c has its CatchHandler @ 00597f53 */
      piVar2 = (int *)KeyValuesSystem();
      WriteBaseAnimatingOverlay(KeyValues*)::hSym =
           (**(code **)(*piVar2 + 0x14))(piVar2,"baseanimatingoverlay",1);
      __cxa_guard_release(&WriteBaseAnimatingOverlay(KeyValues*)::hSym);
    }
  }
  this_00 = (KeyValues *)KeyValues::FindKey(param_1,WriteBaseAnimatingOverlay(KeyValues*)::hSym);
  if (this_00 != (KeyValues *)0x0) {
    this_01 = (ServerDemoPacket_BaseAnimatingOverlay *)
              KeyValues::GetPtr(this_00,(char *)0x0,(void *)0x0);
    if (this_01 != (ServerDemoPacket_BaseAnimatingOverlay *)0x0) {
      CCircularBuffer::Write(*(CCircularBuffer **)this,this_01 + 0x1e4,8);
      ServerDemoPacket_BaseAnimatingOverlay::WriteModifiedDataToBuffer
                (this_01,*(CCircularBuffer **)this);
      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)