L L4D2node

CRestore::EndBlock

0x004ab980 · 69 bytes · __thiscall

_ZN8CRestore8EndBlockEv

Decompiled

undefined (1 param)

/* CRestore::EndBlock() */

void __thiscall CRestore::EndBlock(CRestore *this)

{
  undefined4 uVar1;
  
  uVar1 = *(undefined4 *)(*(int *)(this + 4) + (*(int *)(this + 0x10) + -1) * 4);
  CUtlVector<int,CUtlMemory<int,int>>::ShiftElementsLeft
            ((CUtlVector<int,CUtlMemory<int,int>> *)(this + 4),*(int *)(this + 0x10) + -1,1);
  *(int *)(this + 0x10) = *(int *)(this + 0x10) + -1;
  (**(code **)(*(int *)this + 4))(this,uVar1);
  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)