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 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.