SharedVar_Restore<CHandle<CBaseEntity>>
0x003de2d0 · 54 bytes · __cdecl
_Z17SharedVar_RestoreI7CHandleI11CBaseEntityEEvP8IRestorePT_
Decompiled
void (2 params)
/* void SharedVar_Restore<CHandle<CBaseEntity> >(IRestore*, CHandle<CBaseEntity>*) */
void SharedVar_Restore<CHandle<CBaseEntity>>(IRestore *param_1,CHandle *param_2)
{
undefined4 uVar1;
uVar1 = (**(code **)(*(int *)param_1 + 0x3c))(param_1);
(**(code **)(*(int *)param_1 + 0x80))(param_1,param_2,uVar1,0);
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.