L L4D2node

CLocalNetworkBackdoor::EndEntityStateUpdate

0x00184da0 · 377 bytes · __thiscall

_ZN21CLocalNetworkBackdoor20EndEntityStateUpdateEv

Decompiled

undefined (1 param)

/* CLocalNetworkBackdoor::EndEntityStateUpdate() */

void __thiscall CLocalNetworkBackdoor::EndEntityStateUpdate(CLocalNetworkBackdoor *this)

{
  ushort uVar1;
  int *piVar2;
  int *piVar3;
  int iVar4;
  CLocalNetworkBackdoor *pCVar5;
  uint uVar6;
  byte bVar7;
  int local_24;
  
  piVar3 = g_pMDLCache;
  bVar7 = 0;
  (**(code **)(*g_pMDLCache + 0x68))(g_pMDLCache);
                    /* try { // try from 00184dca to 00184f04 has its CatchHandler @ 00184f19 */
  ClientDLL_FrameStageNotify(2);
  if (0 < *(int *)(this + 0x1200)) {
    iVar4 = 0;
    do {
      uVar1 = *(ushort *)(this + iVar4 * 2 + 0x200);
      piVar2 = *(int **)(this + (uVar1 + 0x222) * 0x10 + 0x10);
      (**(code **)(*piVar2 + 0x18))(piVar2,0);
      (**(code **)(*piVar2 + 8))(piVar2,0);
      this[(uVar1 + 0x222) * 0x10 + 4] = (CLocalNetworkBackdoor)0x0;
      iVar4 = iVar4 + 1;
    } while (iVar4 < *(int *)(this + 0x1200));
  }
  iVar4 = 0;
  if (0 < *(int *)(this + 0x2204)) {
    do {
      (**(code **)(**(int **)(this + (*(ushort *)(this + iVar4 * 2 + 0x1204) + 0x222) * 0x10 + 0x10)
                  + 0x18))
                (*(int **)(this + (*(ushort *)(this + iVar4 * 2 + 0x1204) + 0x222) * 0x10 + 0x10),1)
      ;
      iVar4 = iVar4 + 1;
    } while (iVar4 < *(int *)(this + 0x2204));
  }
  ClientDLL_FrameStageNotify(3);
  local_24 = 0;
  do {
    uVar6 = ~*(uint *)(this + local_24 * 4) & *(uint *)(this + 0x100 + local_24 * 4);
    if (uVar6 != 0) {
      iVar4 = 0;
      pCVar5 = this + local_24 * 0x200 + 0x2230;
      do {
        if (((1 << ((byte)iVar4 & 0x1f) & uVar6) != 0) &&
           (*(IClientNetworkable **)pCVar5 != (IClientNetworkable *)0x0)) {
          ClientDLL_DeleteNetworkedEntity(*(IClientNetworkable **)pCVar5);
          *(undefined4 *)pCVar5 = 0;
        }
        iVar4 = iVar4 + 1;
        pCVar5 = pCVar5 + 0x10;
      } while (iVar4 != 0x20);
    }
    local_24 = local_24 + 1;
  } while (local_24 != 0x40);
  pCVar5 = this + 0x100;
  for (iVar4 = 0x40; iVar4 != 0; iVar4 = iVar4 + -1) {
    *(undefined4 *)pCVar5 = *(undefined4 *)this;
    this = this + (uint)bVar7 * -8 + 4;
    pCVar5 = pCVar5 + (uint)bVar7 * -8 + 4;
  }
  ClientDLL_FrameStageNotify(4);
                    /* WARNING: Could not recover jumptable at 0x00184f17. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*piVar3 + 0x6c))();
  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)