CRecipientFilter::CopyFrom
0x008055e0 · 144 bytes · __thiscall
_ZN16CRecipientFilter8CopyFromERKS_
Decompiled
undefined (2 params)
/* CRecipientFilter::CopyFrom(CRecipientFilter const&) */
void __thiscall CRecipientFilter::CopyFrom(CRecipientFilter *this,CRecipientFilter *param_1)
{
CRecipientFilter CVar1;
int iVar2;
int iVar3;
int iVar4;
int local_20 [4];
CVar1 = (CRecipientFilter)(**(code **)(*(int *)param_1 + 8))(param_1);
this[4] = CVar1;
CVar1 = (CRecipientFilter)(**(code **)(*(int *)param_1 + 0xc))(param_1);
this[5] = CVar1;
this[0x1c] = param_1[0x1c];
this[0x1d] = param_1[0x1d];
iVar2 = (**(code **)(*(int *)param_1 + 0x10))(param_1);
if (0 < iVar2) {
iVar3 = 0;
do {
iVar4 = iVar3 + 1;
local_20[0] = (**(code **)(*(int *)param_1 + 0x14))(param_1,iVar3);
CUtlVector<int,CUtlMemory<int,int>>::InsertBefore
((CUtlVector<int,CUtlMemory<int,int>> *)(this + 8),*(int *)(this + 0x14),local_20);
iVar3 = iVar4;
} while (iVar4 != iVar2);
}
return;
}
SourceMod gamedata
paste intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.