L L4D2node

CByteswap::SwapFieldsToTargetEndian

0x00b67d70 · 115 bytes · __thiscall

_ZN9CByteswap24SwapFieldsToTargetEndianEPvS0_P9datamap_t

Decompiled

undefined (4 params)

/* CByteswap::SwapFieldsToTargetEndian(void*, void*, datamap_t*) */

void __thiscall
CByteswap::SwapFieldsToTargetEndian(CByteswap *this,void *param_1,void *param_2,datamap_t *param_3)

{
  int iVar1;
  typedescription_t *ptVar2;
  int iVar3;
  
  if (*(datamap_t **)(param_3 + 0xc) != (datamap_t *)0x0) {
    SwapFieldsToTargetEndian(this,param_1,param_2,*(datamap_t **)(param_3 + 0xc));
  }
  iVar1 = *(int *)(param_3 + 4);
  iVar3 = 0;
  ptVar2 = *(typedescription_t **)param_3;
  if (0 < iVar1) {
    do {
      iVar3 = iVar3 + 1;
      SwapFieldToTargetEndian
                (this,(void *)(*(int *)(ptVar2 + 8) + (int)param_1),
                 (void *)((int)param_2 + *(int *)(ptVar2 + 8)),ptVar2);
      ptVar2 = ptVar2 + 0x40;
    } while (iVar3 != iVar1);
  }
  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)