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 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.