L L4D2node

CRestore::ReadVector

0x004a9de0 · 148 bytes · __thiscall

_ZN8CRestore10ReadVectorEP6Vectorii

Decompiled

undefined (4 params)

/* CRestore::ReadVector(Vector*, int, int) */

uint __thiscall CRestore::ReadVector(CRestore *this,Vector *param_1,int param_2,int param_3)

{
  uint uVar1;
  
  uVar1 = param_2 * 0xc;
  if (param_3 == 0) {
    BufferReadBytes(this,(char *)param_1,uVar1);
    if (-1 < (int)uVar1) goto LAB_004a9e2e;
  }
  else {
    if (param_3 <= (int)uVar1) {
      BufferReadBytes(this,(char *)param_1,param_3);
      uVar1 = param_3;
      goto LAB_004a9e2e;
    }
    BufferReadBytes(this,(char *)param_1,uVar1);
  }
  BufferReadBytes(this,(char *)0x0,param_3 + param_2 * -0xc);
LAB_004a9e2e:
  return uVar1 / 0xc;
}

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)