L L4D2node

CRestore::ReadEdictPtr

0x004aa1d0 · 172 bytes · __thiscall

_ZN8CRestore12ReadEdictPtrEPP7edict_tii

Decompiled

undefined (4 params)

/* CRestore::ReadEdictPtr(edict_t**, int, int) */

int __thiscall CRestore::ReadEdictPtr(CRestore *this,edict_t **param_1,int param_2,int param_3)

{
  int iVar1;
  int iVar2;
  edict_t *peVar3;
  int iVar4;
  int local_101c [1027];
  
  iVar1 = (**(code **)(*(int *)this + 0x38))(this,local_101c,param_2,param_3);
  if (0 < iVar1) {
    iVar4 = 0;
    do {
      iVar2 = EntityFromIndex(this,local_101c[iVar4]);
      if (iVar2 == 0) {
        peVar3 = (edict_t *)0x0;
      }
      else {
        peVar3 = *(edict_t **)(iVar2 + 0x30);
      }
      param_1[iVar4] = peVar3;
      iVar4 = iVar4 + 1;
    } while (iVar4 != iVar1);
  }
  if (iVar1 < param_2) {
    memset(param_1 + iVar1,0,(param_2 - iVar1) * 4);
  }
  return iVar1;
}

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)