L L4D2node

CUtlFilenameSymbolTable::RestoreFromBuffer

0x00264430 · 146 bytes · __thiscall

_ZN23CUtlFilenameSymbolTable17RestoreFromBufferER10CUtlBuffer

Decompiled

undefined (2 params)

/* CUtlFilenameSymbolTable::RestoreFromBuffer(CUtlBuffer&) */

undefined4 __thiscall
CUtlFilenameSymbolTable::RestoreFromBuffer(CUtlFilenameSymbolTable *this,CUtlBuffer *param_1)

{
  char cVar1;
  int iVar2;
  undefined4 uVar3;
  
  iVar2 = ThreadGetCurrentId();
  LOCK();
  *(int *)(this + 0x40) = *(int *)(this + 0x40) + 1;
  UNLOCK();
  if ((0 < *(int *)(this + 0x3c)) ||
     (((*(int *)(this + 0x38) != 0 && (iVar2 != *(int *)(this + 0x38))) ||
      (cVar1 = ThreadInterlockedAssignIf64(this + 0x38,iVar2,0,0,0), cVar1 == '\0')))) {
    CThreadSpinRWLock::SpinLockForWrite((uint)(this + 0x38));
  }
  uVar3 = CCountedStringPool::RestoreFromBuffer((CCountedStringPool *)this,param_1);
  CThreadSpinRWLock::UnlockWrite();
  return uVar3;
}

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)