L L4D2node

ServerDemoPacket_BaseAnimatingOverlay::CopyModifiedFieldsToRecordingState

0x00598170 · 184 bytes · __thiscall

_ZN37ServerDemoPacket_BaseAnimatingOverlay34CopyModifiedFieldsToRecordingStateER36BaseAnimatingOverlayRecordingState_t

Decompiled

undefined (2 params)

/* ServerDemoPacket_BaseAnimatingOverlay::CopyModifiedFieldsToRecordingState(BaseAnimatingOverlayRecordingState_t&)
    */

void __thiscall
ServerDemoPacket_BaseAnimatingOverlay::CopyModifiedFieldsToRecordingState
          (ServerDemoPacket_BaseAnimatingOverlay *this,BaseAnimatingOverlayRecordingState_t *param_1
          )

{
  int iVar1;
  uint uVar2;
  uint uVar3;
  ServerDemoPacket_BaseAnimatingOverlay *local_1c;
  BaseAnimatingOverlayRecordingState_t *local_18;
  
  if (((byte)this[0x1e4] & 1) != 0) {
    *param_1 = (BaseAnimatingOverlayRecordingState_t)*this;
  }
  local_18 = param_1;
  iVar1 = 0;
  if (*this != (ServerDemoPacket_BaseAnimatingOverlay)0x0) {
    local_1c = this;
    do {
      uVar3 = 2 << ((char)iVar1 * '\t' & 0x1fU);
      uVar2 = *(uint *)(this + 0x1e4);
      if ((uVar3 * 2 & 0xff & uVar2) != 0) {
        *(undefined4 *)(local_18 + 4) = *(undefined4 *)(local_1c + 4);
        uVar2 = *(uint *)(this + 0x1e4);
      }
      if ((uVar2 & uVar3 * 4 & 0xff) != 0) {
        *(undefined4 *)(local_18 + 8) = *(undefined4 *)(local_1c + 8);
        uVar2 = *(uint *)(this + 0x1e4);
      }
      if ((uVar2 & (uVar3 & 0xf) << 4) != 0) {
        *(undefined4 *)(local_18 + 0xc) = *(undefined4 *)(local_1c + 0xc);
      }
      iVar1 = iVar1 + 1;
      local_1c = local_1c + 0x20;
      local_18 = local_18 + 0x20;
    } while (iVar1 < (int)(uint)(byte)*this);
  }
  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)