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 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.