L L4D2node

CLocalNetworkBackdoor::EntityDormant

0x00184f30 · 143 bytes · __thiscall

_ZN21CLocalNetworkBackdoor13EntityDormantEii

Decompiled

undefined (3 params)

/* CLocalNetworkBackdoor::EntityDormant(int, int) */

void __thiscall
CLocalNetworkBackdoor::EntityDormant(CLocalNetworkBackdoor *this,int param_1,int param_2)

{
  int iVar1;
  IClientNetworkable *pIVar2;
  
  iVar1 = param_1 + 0x222;
  pIVar2 = *(IClientNetworkable **)(this + iVar1 * 0x10 + 0x10);
  if (pIVar2 != (IClientNetworkable *)0x0) {
    if (*(int *)(this + iVar1 * 0x10 + 8) == param_2) {
      *(uint *)(this + (param_1 >> 5) * 4) =
           *(uint *)(this + (param_1 >> 5) * 4) | 1 << ((byte)param_1 & 0x1f);
      if (this[iVar1 * 0x10 + 4] == (CLocalNetworkBackdoor)0x0) {
        (**(code **)(*(int *)pIVar2 + 8))(pIVar2,1);
        this[iVar1 * 0x10 + 4] = (CLocalNetworkBackdoor)0x1;
        return;
      }
    }
    else {
      ClientDLL_DeleteNetworkedEntity(pIVar2);
      *(undefined4 *)(this + iVar1 * 0x10 + 0x10) = 0;
      *(uint *)(this + (param_1 >> 5) * 4 + 0x100) =
           *(uint *)(this + (param_1 >> 5) * 4 + 0x100) & ~(1 << ((byte)param_1 & 0x1f));
    }
  }
  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)