L L4D2node

CDemoFile::ReadNetworkDataTables

0x001313c0 · 117 bytes · __thiscall

_ZN9CDemoFile21ReadNetworkDataTablesEP7bf_read

Decompiled

undefined (2 params)

/* CDemoFile::ReadNetworkDataTables(bf_read*) */

void __thiscall CDemoFile::ReadNetworkDataTables(CDemoFile *this,bf_read *param_1)

{
  char *pcVar1;
  int iVar2;
  int iVar3;
  
  if (param_1 == (bf_read *)0x0) {
    ReadRawData(this,(char *)0x0,0);
  }
  else {
    pcVar1 = *(char **)(param_1 + 0x20);
    iVar2 = *(int *)(param_1 + 8);
    if (pcVar1 == (char *)0x0) {
      iVar3 = 0;
    }
    else {
      iVar3 = (((uint)(*(int *)(param_1 + 0x18) - (int)pcVar1) >> 2) * 0x20 -
              *(int *)(param_1 + 0x14)) + (*(uint *)(param_1 + 0xc) & 3) * 8;
      if (iVar2 < iVar3) {
        iVar3 = iVar2;
      }
    }
    ReadRawData(this,pcVar1,iVar2 - iVar3 >> 3);
  }
  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)