L L4D2node

CLocalNetworkBackdoor::StartBackdoorMode

0x001851a0 · 151 bytes · __thiscall

_ZN21CLocalNetworkBackdoor17StartBackdoorModeEv

Decompiled

undefined (1 param)

/* CLocalNetworkBackdoor::StartBackdoorMode() */

void __thiscall CLocalNetworkBackdoor::StartBackdoorMode(CLocalNetworkBackdoor *this)

{
  CLocalNetworkBackdoor CVar1;
  int *piVar2;
  int *piVar3;
  uint *puVar4;
  undefined4 uVar5;
  CLocalNetworkBackdoor *pCVar6;
  int iVar7;
  
  iVar7 = 0;
  pCVar6 = this + 0x2230;
  ClearState(this);
  do {
    piVar2 = (int *)(**(code **)*entitylist)(entitylist,iVar7);
    if (piVar2 != (int *)0x0) {
      *(int **)pCVar6 = piVar2;
      piVar3 = (int *)(**(code **)*piVar2)(piVar2);
      puVar4 = (uint *)(**(code **)(*piVar3 + 0xc))(piVar3);
      *(uint *)(pCVar6 + -8) = *puVar4 >> 0xc;
      CVar1 = (CLocalNetworkBackdoor)(**(code **)(*piVar2 + 0x1c))(piVar2);
      pCVar6[-0xc] = CVar1;
      uVar5 = (**(code **)(*piVar2 + 0x28))(piVar2);
      *(undefined4 *)(pCVar6 + -4) = uVar5;
      *(uint *)(this + (iVar7 >> 5) * 4 + 0x100) =
           *(uint *)(this + (iVar7 >> 5) * 4 + 0x100) | 1 << ((byte)iVar7 & 0x1f);
    }
    iVar7 = iVar7 + 1;
    pCVar6 = pCVar6 + 0x10;
  } while (iVar7 != 0x800);
  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)