L L4D2node

CPhysSaveRestoreBlockHandler::ReadRestoreHeaders

0x004819d0 · 66 bytes · __thiscall

_ZN28CPhysSaveRestoreBlockHandler18ReadRestoreHeadersEP8IRestore

Decompiled

undefined (2 params)

/* CPhysSaveRestoreBlockHandler::ReadRestoreHeaders(IRestore*) */

void __thiscall
CPhysSaveRestoreBlockHandler::ReadRestoreHeaders
          (CPhysSaveRestoreBlockHandler *this,IRestore *param_1)

{
  short sVar1;
  
  sVar1 = (**(code **)(*(int *)param_1 + 0x30))(param_1);
  this[0x40] = (CPhysSaveRestoreBlockHandler)(sVar1 == PHYS_SAVE_RESTORE_VERSION);
  (**(code **)(*(int *)param_1 + 8))(param_1,this + 0x98,PhysBlockHeader_t::m_DataMap);
  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)