CLocalNetworkBackdoor::ProcessDormantEntities
0x00184fd0 · 338 bytes · __thiscall
_ZN21CLocalNetworkBackdoor22ProcessDormantEntitiesEv
Decompiled
undefined (1 param)
/* CLocalNetworkBackdoor::ProcessDormantEntities() */
void __thiscall CLocalNetworkBackdoor::ProcessDormantEntities(CLocalNetworkBackdoor *this)
{
ushort uVar1;
ushort uVar2;
uint uVar3;
uint uVar4;
uint uVar5;
void *__ptr;
uint *puVar6;
__ptr = *(void **)(this + 0x2208);
uVar1 = *(ushort *)(this + 0x2214);
while (uVar4 = (uint)uVar1, uVar4 != 0xffff) {
uVar5 = (uint)*(ushort *)((int)__ptr + uVar4 * 6);
puVar6 = (uint *)(uVar5 * 0x10 + DAT_003b8174);
uVar3 = *puVar6;
if (((uVar3 & 2) == 0) && ((uVar3 & 0x10) != 0)) {
EntityDormant(this,uVar5,puVar6[1]);
*puVar6 = *puVar6 & 0xffffffbf;
}
else {
*puVar6 = uVar3 & 0xffffffbf;
}
__ptr = *(void **)(this + 0x2208);
uVar1 = *(ushort *)((int)__ptr + uVar4 * 6 + 4);
}
if (*(short *)(this + 0x221e) != -1) {
uVar1 = *(ushort *)(this + 0x2214);
if (uVar1 != 0xffff) {
while( true ) {
uVar2 = *(ushort *)((int)__ptr + (uint)uVar1 * 6 + 4);
*(ushort *)((int)__ptr + (uint)uVar1 * 6 + 2) = uVar1;
if (uVar2 == 0xffff) break;
__ptr = *(void **)(this + 0x2208);
uVar1 = uVar2;
}
*(undefined2 *)((int)__ptr + (uint)uVar1 * 6 + 4) = *(undefined2 *)(this + 0x2218);
if (*(short *)(this + 0x2214) != -1) {
*(short *)(this + 0x2218) = *(short *)(this + 0x2214);
}
__ptr = *(void **)(this + 0x2208);
}
*(undefined2 *)(this + 0x2214) = 0xffff;
*(undefined2 *)(this + 0x2216) = 0xffff;
*(undefined2 *)(this + 0x221a) = 0;
}
if (-1 < *(int *)(this + 0x2210)) {
if (__ptr != (void *)0x0) {
free(__ptr);
*(undefined4 *)(this + 0x2208) = 0;
}
*(undefined4 *)(this + 0x220c) = 0;
__ptr = (void *)0x0;
}
*(undefined2 *)(this + 0x2218) = 0xffff;
*(undefined2 *)(this + 0x221c) = 0;
*(undefined2 *)(this + 0x221e) = 0xffff;
*(void **)(this + 0x2220) = __ptr;
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.