L L4D2node

CRestore::SkipEntityData

0x004a5f10 · 73 bytes · __thiscall

_ZN8CRestore14SkipEntityDataEv

Decompiled

undefined (1 param)

/* CRestore::SkipEntityData() */

void __thiscall CRestore::SkipEntityData(CRestore *this)

{
  int *piVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  ushort local_20 [8];
  
  iVar4 = 0;
  iVar3 = (**(code **)(*(int *)this + 0x3c))(this);
  if (0 < iVar3) {
    do {
      iVar4 = iVar4 + 1;
      (**(code **)(*(int *)this + 0x24))(this,local_20);
      iVar2 = *(int *)(this + 0x18);
      piVar1 = (int *)(iVar2 + 4);
      *piVar1 = *piVar1 + (uint)local_20[0];
      piVar1 = (int *)(iVar2 + 8);
      *piVar1 = *piVar1 + (uint)local_20[0];
    } while (iVar4 != iVar3);
  }
  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)