L L4D2node

vprof_playback_stepback

0x00233f20 · 223 bytes · __cdecl

_ZL23vprof_playback_stepbackRK8CCommand

Decompiled

undefined (1 param)

/* vprof_playback_stepback(CCommand const&) */

void vprof_playback_stepback(CCommand *param_1)

{
  char cVar1;
  int iVar2;
  bool local_d;
  
  if (g_VProfRecorder._6624_4_ == 2) {
    iVar2 = g_VProfRecorder._6636_4_ + -1;
    g_VProfRecorder[0x19fc] = 0;
    g_VProfRecorder._6636_4_ = 0xffffffff;
    CVProfile::Term();
    g_VProfRecorder[0x19fc] = 1;
    (**(code **)(*(int *)(g_pFileSystem + 4) + 0x10))
              (g_pFileSystem + 4,g_VProfRecorder._6628_4_,g_VProfRecorder._6640_4_,0);
    CVProfRecorder::Playback_ReadTick((CVProfRecorder *)g_VProfRecorder,-1,(bool *)0x0);
    if ((int)g_VProfRecorder._6636_4_ < iVar2) {
      do {
        cVar1 = CVProfRecorder::Playback_ReadTick((CVProfRecorder *)g_VProfRecorder,iVar2,&local_d);
        if (cVar1 == '\0') {
          return;
        }
        if (local_d != false) {
          return;
        }
        if (g_VProfRecorder[0x19f4] != '\0') {
          return;
        }
      } while ((int)g_VProfRecorder._6636_4_ < iVar2);
    }
  }
  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)