L L4D2node

CNetworkStringTableItem::RestoreTick

0x001ac9f0 · 124 bytes · __thiscall

_ZN23CNetworkStringTableItem11RestoreTickEi

Decompiled

undefined (2 params)

/* CNetworkStringTableItem::RestoreTick(int) */

int __thiscall CNetworkStringTableItem::RestoreTick(CNetworkStringTableItem *this,int param_1)

{
  int iVar1;
  int *piVar2;
  int *piVar3;
  int iVar4;
  int *piVar5;
  
  iVar1 = (*(undefined4 **)(this + 0x10))[3];
  piVar5 = (int *)**(undefined4 **)(this + 0x10);
  if ((1 < iVar1) && (piVar5[3] <= param_1)) {
    iVar4 = 1;
    piVar2 = piVar5 + 6;
    piVar3 = piVar5 + 3;
    do {
      piVar5 = piVar3;
      piVar3 = piVar2;
      iVar4 = iVar4 + 1;
      if (iVar4 == iVar1) break;
      piVar2 = piVar3 + 3;
    } while (*piVar3 <= param_1);
  }
  if (param_1 < *piVar5) {
    *(undefined4 *)this = 0;
    *(undefined4 *)(this + 4) = 0;
    *(undefined4 *)(this + 8) = 0;
    return 0;
  }
  *(int *)this = piVar5[2];
  *(int *)(this + 4) = piVar5[1];
  iVar1 = *piVar5;
  *(int *)(this + 8) = iVar1;
  return iVar1;
}

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)