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 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.