L L4D2node

CNetworkStringTable::RestoreTick

0x001a3e00 · 101 bytes · __thiscall

_ZN19CNetworkStringTable11RestoreTickEi

Decompiled

undefined (2 params)

/* CNetworkStringTable::RestoreTick(int) */

void __thiscall CNetworkStringTable::RestoreTick(CNetworkStringTable *this,int param_1)

{
  int iVar1;
  CNetworkStringTableItem *this_00;
  int iVar2;
  int iVar3;
  
  iVar3 = 0;
  *(undefined4 *)(this + 0x18) = 0;
  iVar1 = (**(code **)(**(int **)(this + 0x38) + 8))(*(int **)(this + 0x38));
  if (0 < iVar1) {
    do {
      this_00 = (CNetworkStringTableItem *)
                (**(code **)(**(int **)(this + 0x38) + 0x28))(*(int **)(this + 0x38),iVar3);
      iVar2 = CNetworkStringTableItem::RestoreTick(this_00,param_1);
      if (*(int *)(this + 0x18) < iVar2) {
        *(int *)(this + 0x18) = iVar2;
      }
      iVar3 = iVar3 + 1;
    } while (iVar1 != iVar3);
  }
  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)