L L4D2node

EndRestoreEntities

0x006cb300 · 287 bytes · unknown

_Z18EndRestoreEntitiesv

Decompiled

undefined (0 params)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* EndRestoreEntities() */

void EndRestoreEntities(void)

{
  uint uVar1;
  CBaseEntity *this;
  int *piVar2;
  int iVar3;
  undefined *puVar4;
  int iVar5;
  int iVar6;
  
  if (g_InRestore != '\0') {
    iVar5 = DAT_00fe32c0 + -1;
    iVar6 = iVar5 * 4;
    if (-1 < iVar5) {
      do {
        while ((((uVar1 = *(uint *)(g_RestoredEntities + iVar6), uVar1 == 0xffffffff ||
                 (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc
                 )) || (*(uint *)(puVar4 + 8) != uVar1 >> 0xc)) ||
               ((this = *(CBaseEntity **)(puVar4 + 4), this == (CBaseEntity *)0x0 ||
                (iVar3 = CBaseEntity::IsDormant(this), piVar2 = mdlcache, iVar3 != 0))))) {
          iVar5 = iVar5 + -1;
          iVar6 = iVar6 + -4;
          if (iVar5 == -1) goto LAB_006cb3b0;
        }
        (**(code **)(*mdlcache + 0x68))(mdlcache);
                    /* try { // try from 006cb394 to 006cb399 has its CatchHandler @ 006cb421 */
        (**(code **)(*(int *)this + 0xd4))(this);
        iVar5 = iVar5 + -1;
        iVar6 = iVar6 + -4;
        (**(code **)(*piVar2 + 0x6c))(piVar2);
      } while (iVar5 != -1);
    }
LAB_006cb3b0:
    DAT_00fe32c0 = 0;
    CUtlMemory<CHandle<CBaseEntity>,int>::Purge
              ((CUtlMemory<CHandle<CBaseEntity>,int> *)&g_RestoredEntities);
    _DAT_00fe32c4 = g_RestoredEntities;
    IGameSystem::OnRestoreAllSystems();
    g_InRestore = '\0';
    CGlobalEntityList::CleanupDeleteList();
    CServerGameDLL::ServerActivate((edict_t *)g_ServerGameDLL,0,0);
    CBaseEntity::SetAllowPrecache(false);
  }
  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)