L L4D2node

CNetworkStringTableContainer::RestoreTick

0x001a56c0 · 72 bytes · __thiscall

_ZN28CNetworkStringTableContainer11RestoreTickEi

Decompiled

undefined (2 params)

/* CNetworkStringTableContainer::RestoreTick(int) */

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

{
  CNetworkStringTable *this_00;
  int iVar1;
  int iVar2;
  
  iVar1 = 0;
  if (0 < *(int *)(this + 0x1c)) {
    do {
      iVar2 = iVar1 + 1;
      this_00 = (CNetworkStringTable *)(**(code **)(*(int *)this + 0x14))(this,iVar1);
      CNetworkStringTable::RestoreTick(this_00,param_1);
      iVar1 = iVar2;
    } while (iVar2 < *(int *)(this + 0x1c));
  }
  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)