L L4D2node

CBaseEntity::OnRestore

0x00602e70 · 418 bytes · __thiscall

_ZN11CBaseEntity9OnRestoreEv

Decompiled

undefined (1 param)

/* CBaseEntity::OnRestore() */

void __thiscall CBaseEntity::OnRestore(CBaseEntity *this)

{
  uint uVar1;
  uint *puVar2;
  CBaseEntity *pCVar3;
  CBaseEdict *this_00;
  CBaseEntity *pCVar4;
  int iVar5;
  undefined *puVar6;
  
  SimThink_EntityChanged(this);
  if ((*(uint *)(this + 0x14c) & 0x1000000) != 0) {
    *(int *)(this + 0xa0) = *(int *)(this + 0xa0) + 1;
    *(uint *)(this + 0x14c) = *(uint *)(this + 0x14c) | 0x1000000;
    EntityTouch_Add(this);
  }
  sm_bDisableTouchFuncs = *(int *)(gpGlobals + 0x48) != 2;
  PhysicsTouchTriggers(this,(Vector *)0x0);
  sm_bDisableTouchFuncs = 0;
  if (((byte)this[0x153] & 0x20) != 0) {
    if (this[0x120] != (CBaseEntity)0x0) {
      if (this[0x6c] == (CBaseEntity)0x0) {
        this_00 = *(CBaseEdict **)(this + 0x30);
        if (this_00 != (CBaseEdict *)0x0) {
          *(uint *)this_00 = *(uint *)this_00 | 0x101;
          iVar5 = CBaseEdict::GetChangeAccessor(this_00);
          *(undefined2 *)(iVar5 + 2) = 0;
        }
      }
      else {
        this[0x70] = (CBaseEntity)((byte)this[0x70] | 1);
      }
      this[0x120] = (CBaseEntity)0x0;
    }
    AddEffects(this,0x20);
    RemoveFlag(this,0x18000000);
  }
  uVar1 = *(uint *)(this + 0x180);
  if ((((uVar1 != 0xffffffff) &&
       (puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar6 + 8) == uVar1 >> 0xc)) &&
     (pCVar3 = *(CBaseEntity **)(puVar6 + 4), pCVar3 != (CBaseEntity *)0x0)) {
    uVar1 = *(uint *)(pCVar3 + 0x18c);
    if (((uVar1 == 0xffffffff) ||
        (puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 == (undefined *)0xfffffffc)) ||
       (*(uint *)(puVar6 + 8) != uVar1 >> 0xc)) {
      pCVar4 = (CBaseEntity *)0x0;
    }
    else {
      pCVar4 = *(CBaseEntity **)(puVar6 + 4);
    }
    while (pCVar4 != (CBaseEntity *)0x0) {
      if (this == pCVar4) goto LAB_00602f1f;
      uVar1 = *(uint *)(pCVar4 + 400);
      if (((uVar1 == 0xffffffff) ||
          (puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 == (undefined *)0xfffffffc)) ||
         (*(uint *)(puVar6 + 8) != uVar1 >> 0xc)) break;
      pCVar4 = *(CBaseEntity **)(puVar6 + 4);
    }
    LinkChild(pCVar3,this);
  }
LAB_00602f1f:
  puVar2 = *(uint **)(this + 0x30);
  if (puVar2 != (uint *)0x0) {
    *puVar2 = *puVar2 | 0x80;
  }
  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)