L L4D2node

CRestore::ReadData

0x004a9d50 · 135 bytes · __thiscall

_ZN8CRestore8ReadDataEPcii

Decompiled

undefined (4 params)

/* CRestore::ReadData(char*, int, int) */

int __thiscall CRestore::ReadData(CRestore *this,char *param_1,int param_2,int param_3)

{
  if (param_3 == 0) {
    BufferReadBytes(this,param_1,param_2);
    if (-1 < param_2) {
      return param_2;
    }
  }
  else {
    if (param_3 <= param_2) {
      BufferReadBytes(this,param_1,param_3);
      return param_3;
    }
    BufferReadBytes(this,param_1,param_2);
  }
  BufferReadBytes(this,(char *)0x0,param_3 - param_2);
  return param_2;
}

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)