L L4D2node

CAI_RR_Lifeboat::RestoreWorldContexts

0x005d0a30 · 60 bytes · __thiscall

_ZN15CAI_RR_Lifeboat20RestoreWorldContextsEv

Decompiled

undefined (1 param)

/* CAI_RR_Lifeboat::RestoreWorldContexts() */

void __thiscall CAI_RR_Lifeboat::RestoreWorldContexts(CAI_RR_Lifeboat *this)

{
  byte *pbVar1;
  int *piVar2;
  CBaseEntity *pCVar3;
  
  pbVar1 = *(byte **)(gpGlobals + 0x58);
  if ((((pbVar1 != (byte *)0x0) && ((*pbVar1 & 2) == 0)) &&
      (piVar2 = *(int **)(pbVar1 + 0xc), piVar2 != (int *)0x0)) &&
     (pCVar3 = (CBaseEntity *)(**(code **)(*piVar2 + 0x18))(piVar2), pCVar3 != (CBaseEntity *)0x0))
  {
    WriteToEntity(this,pCVar3);
  }
  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)