L L4D2node

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 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)