L L4D2node

CRestore::StartBlock

0x004a63a0 · 70 bytes · __thiscall

_ZN8CRestore10StartBlockEPc

Decompiled

undefined (2 params)

/* CRestore::StartBlock(char*) */

void __thiscall CRestore::StartBlock(CRestore *this,char *param_1)

{
  char *pcVar1;
  undefined1 local_10 [2];
  undefined2 local_e;
  
  (**(code **)(*(int *)this + 0x14))(this,local_10);
  pcVar1 = (char *)(**(code **)(*(int *)this + 0x2c))(this,local_e);
  V_strncpy(param_1,pcVar1,0x20);
  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)