L L4D2node

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 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)