L L4D2node

CRestore::ReadField

0x004aa8a0 · 56 bytes · __thiscall

_ZN8CRestore9ReadFieldERK25SaveRestoreRecordHeader_tPvP9datamap_tP17typedescription_t

Decompiled

undefined (5 params)

/* CRestore::ReadField(SaveRestoreRecordHeader_t const&, void*, datamap_t*, typedescription_t*) */

void __thiscall
CRestore::ReadField(CRestore *this,SaveRestoreRecordHeader_t *param_1,void *param_2,
                   datamap_t *param_3,typedescription_t *param_4)

{
  if (0xb < *(int *)param_4) {
    ReadGameField(this,param_1,param_2,param_3,param_4);
    return;
  }
  ReadBasicField(this,param_1,param_2,param_3,param_4);
  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)