L L4D2node

CRestore::ReadEHandle

0x004aa290 · 204 bytes · __thiscall

_ZN8CRestore11ReadEHandleEP7CHandleI11CBaseEntityEii

Decompiled

undefined (4 params)

/* CRestore::ReadEHandle(CHandle<CBaseEntity>*, int, int) */

int __thiscall CRestore::ReadEHandle(CRestore *this,CHandle *param_1,int param_2,int param_3)

{
  int iVar1;
  undefined4 *puVar2;
  int *piVar3;
  CHandle *pCVar4;
  int iVar5;
  int local_101c [1027];
  
  iVar1 = (**(code **)(*(int *)this + 0x38))(this,local_101c,param_2,param_3);
  if (0 < iVar1) {
    iVar5 = 0;
    pCVar4 = param_1;
    do {
      while( true ) {
        piVar3 = (int *)EntityFromIndex(this,local_101c[iVar5]);
        if (piVar3 != (int *)0x0) break;
        iVar5 = iVar5 + 1;
        *(undefined4 *)pCVar4 = 0xffffffff;
        pCVar4 = pCVar4 + 4;
        if (iVar5 == iVar1) goto LAB_004aa31d;
      }
      iVar5 = iVar5 + 1;
      puVar2 = (undefined4 *)(**(code **)(*piVar3 + 0xc))(piVar3);
      *(undefined4 *)pCVar4 = *puVar2;
      pCVar4 = pCVar4 + 4;
    } while (iVar5 != iVar1);
  }
LAB_004aa31d:
  if (iVar1 < param_2) {
    memset(param_1 + iVar1 * 4,0xff,(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)