L L4D2node

CSoundParametersInternal::CopyFrom

0x00598d10 · 332 bytes · __thiscall

_ZN24CSoundParametersInternal8CopyFromERKS_

Decompiled

undefined (2 params)

/* CSoundParametersInternal::CopyFrom(CSoundParametersInternal const&) */

void __thiscall
CSoundParametersInternal::CopyFrom(CSoundParametersInternal *this,CSoundParametersInternal *param_1)

{
  CSoundParametersInternal CVar1;
  CSoundParametersInternal CVar2;
  ushort uVar3;
  void *pvVar4;
  
  if (1 < *(ushort *)(this + 8)) {
    free(*(void **)this);
  }
  if (1 < *(ushort *)(this + 10)) {
    free(*(void **)(this + 4));
  }
  *(undefined2 *)(this + 0x16) = *(undefined2 *)(param_1 + 0x16);
  *(undefined4 *)(this + 0xc) = *(undefined4 *)(param_1 + 0xc);
  *(undefined2 *)(this + 0x14) = *(undefined2 *)(param_1 + 0x14);
  *(undefined4 *)(this + 0x10) = *(undefined4 *)(param_1 + 0x10);
  *(undefined2 *)(this + 0x18) = *(undefined2 *)(param_1 + 0x18);
  this[0x1a] = (CSoundParametersInternal)((byte)this[0x1a] & 0xfe | (byte)param_1[0x1a] & 1);
  uVar3 = *(ushort *)(param_1 + 8);
  *(ushort *)(this + 8) = uVar3;
  if (uVar3 == 0) {
    *(undefined4 *)this = 0;
  }
  else {
    if (1 < uVar3) {
      pvVar4 = malloc((uint)uVar3 * 4);
      *(void **)this = pvVar4;
      memcpy(pvVar4,*(void **)param_1,(uint)uVar3 * 4);
      uVar3 = *(ushort *)(param_1 + 10);
      *(ushort *)(this + 10) = uVar3;
      goto joined_r0x00598e21;
    }
    *(undefined4 *)this = *(undefined4 *)param_1;
  }
  uVar3 = *(ushort *)(param_1 + 10);
  *(ushort *)(this + 10) = uVar3;
joined_r0x00598e21:
  if (uVar3 == 0) {
    *(undefined4 *)(this + 4) = 0;
  }
  else if (uVar3 < 2) {
    *(undefined4 *)(this + 4) = *(undefined4 *)(param_1 + 4);
  }
  else {
    pvVar4 = malloc((uint)uVar3 * 4);
    *(void **)(this + 4) = pvVar4;
    memcpy(pvVar4,*(void **)(param_1 + 4),(uint)uVar3 * 4);
  }
  if (*(KeyValues **)(param_1 + 0x1c) != (KeyValues *)0x0) {
    SetGameData(this,*(KeyValues **)(param_1 + 0x1c));
  }
  CVar1 = param_1[0x1a];
  CVar2 = this[0x1a];
  this[0x1a] = (CSoundParametersInternal)((byte)CVar2 & 0xfd | (byte)CVar1 & 2);
  this[0x1a] = (CSoundParametersInternal)
               ((byte)CVar2 & 0xf9 | (byte)CVar1 & 2 | (byte)param_1[0x1a] & 4);
  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)