L L4D2node

CActivityDataOps::Restore

0x003f7680 · 142 bytes · __thiscall

_ZN16CActivityDataOps7RestoreERK22SaveRestoreFieldInfo_tP8IRestore

Decompiled

undefined (3 params)

/* CActivityDataOps::Restore(SaveRestoreFieldInfo_t const&, IRestore*) */

void __thiscall
CActivityDataOps::Restore(CActivityDataOps *this,SaveRestoreFieldInfo_t *param_1,IRestore *param_2)

{
  uint *puVar1;
  uint uVar2;
  uint *puVar3;
  int in_GS_OFFSET;
  char local_420 [1024];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  puVar1 = *(uint **)param_1;
  uVar2 = (**(code **)(*(int *)param_2 + 0x3c))(param_2);
  if (uVar2 >> 0x10 == 0x8080) {
    (**(code **)(*(int *)param_2 + 0x4c))(param_2,local_420,0x400,uVar2 & 0xffff);
    puVar3 = (uint *)ListFromString(local_420);
    if ((puVar3 == (uint *)0x0) || (uVar2 = *puVar3, *puVar1 = uVar2, (int)uVar2 < 0)) {
      *puVar1 = 0;
    }
  }
  else {
    *puVar1 = uVar2;
  }
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)