CRestore::ReadFunction
0x004a9a50 · 97 bytes · __thiscall
_ZN8CRestore12ReadFunctionEP9datamap_tPPM11CBaseEntityFvR11inputdata_tEii
Decompiled
undefined (5 params)
/* CRestore::ReadFunction(datamap_t*, void (CBaseEntity::***)(inputdata_t&), int, int) */
undefined4 __thiscall
CRestore::ReadFunction
(CRestore *this,datamap_t *param_1,_func_void_inputdata_t_ptr *param_2,int param_3,
int param_4)
{
undefined4 uVar1;
char *pcVar2;
if (*(int *)(this + 0x18) == 0) {
pcVar2 = (char *)0x0;
}
else {
pcVar2 = *(char **)(*(int *)(this + 0x18) + 4);
}
BufferReadBytes(this,(char *)0x0,param_4);
if (*pcVar2 == '\0') {
*(undefined4 *)param_2 = 0;
return 0;
}
uVar1 = UTIL_FunctionFromName(param_1,pcVar2);
*(undefined4 *)param_2 = uVar1;
return 0;
}
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.