L L4D2node

CHLTVServer::RestoreTick

0x001716a0 · 112 bytes · __thiscall

_ZN11CHLTVServer11RestoreTickEi

Decompiled

undefined (2 params)

/* CHLTVServer::RestoreTick(int) */

void __thiscall CHLTVServer::RestoreTick(CHLTVServer *this,int param_1)

{
  char cVar1;
  int iVar2;
  CNetworkStringTable *this_00;
  int iVar3;
  int iVar4;
  
  cVar1 = (**(code **)(*(int *)this + 0x54))(this);
  if (cVar1 != '\0') {
    iVar2 = (**(code **)(**(int **)(this + 0xc0) + 0x18))(*(int **)(this + 0xc0));
    if (0 < iVar2) {
      iVar3 = 0;
      do {
        iVar4 = iVar3 + 1;
        this_00 = (CNetworkStringTable *)
                  (**(code **)(**(int **)(this + 0xc0) + 0x14))(*(int **)(this + 0xc0),iVar3);
        CNetworkStringTable::RestoreTick(this_00,param_1);
        iVar3 = iVar4;
      } while (iVar4 != iVar2);
      return;
    }
  }
  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)