L L4D2node

CPhysSaveRestoreBlockHandler::SaveQueueFunc

0x00481b50 · 177 bytes · __cdecl

_ZN28CPhysSaveRestoreBlockHandler13SaveQueueFuncERKNS_12QueuedItem_tES2_

Decompiled

undefined (2 params)

/* CPhysSaveRestoreBlockHandler::SaveQueueFunc(CPhysSaveRestoreBlockHandler::QueuedItem_t const&,
   CPhysSaveRestoreBlockHandler::QueuedItem_t const&) */

bool CPhysSaveRestoreBlockHandler::SaveQueueFunc(QueuedItem_t *param_1,QueuedItem_t *param_2)

{
  uint uVar1;
  undefined *puVar2;
  int iVar3;
  int iVar4;
  
  if (*(int *)param_1 != *(int *)param_2) {
    return *(int *)param_2 < *(int *)param_1;
  }
  uVar1 = *(uint *)(param_1 + 4);
  iVar3 = 0;
  if (((uVar1 != 0xffffffff) &&
      (puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc)) &&
     (*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) {
    iVar3 = *(int *)(puVar2 + 4);
  }
  if (*(int *)(iVar3 + 0x30) == 0) {
    iVar3 = 0;
  }
  else {
    iVar3 = *(int *)(iVar3 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
  }
  uVar1 = *(uint *)(param_2 + 4);
  iVar4 = 0;
  if (((uVar1 != 0xffffffff) &&
      (puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc)) &&
     (*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) {
    iVar4 = *(int *)(puVar2 + 4);
  }
  if (*(int *)(iVar4 + 0x30) == 0) {
    iVar4 = 0;
  }
  else {
    iVar4 = *(int *)(iVar4 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
  }
  return iVar4 < iVar3;
}

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)