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 intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.