L L4D2node

CRestore::CRestore

0x004a91e0 · 91 bytes · __thiscall

_ZN8CRestoreC1EP16CSaveRestoreData

Decompiled

undefined (2 params)

/* CRestore::CRestore(CSaveRestoreData*) */

void __thiscall CRestore::CRestore(CRestore *this,CSaveRestoreData *param_1)

{
  CSaveRestoreData *pCVar1;
  void *pvVar2;
  
  pCVar1 = (CSaveRestoreData *)0x0;
  if (param_1 != (CSaveRestoreData *)0x0) {
    pCVar1 = param_1 + 0x18;
  }
  *(undefined ***)this = &PTR_GetReadPos_00c1d008;
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 0x10) = 0;
  *(CSaveRestoreData **)(this + 0x18) = param_1;
  *(CSaveRestoreData **)(this + 0x1c) = pCVar1;
  *(undefined4 *)(this + 0x20) = 0;
  this[0x24] = (CRestore)0x1;
  *(undefined4 *)(this + 8) = 0x20;
  pvVar2 = malloc(0x80);
  *(void **)(this + 4) = pvVar2;
  *(void **)(this + 0x14) = pvVar2;
  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)