L L4D2node

CRestore::StartBlock

0x004ab8b0 · 73 bytes · __thiscall

_ZN8CRestore10StartBlockEP25SaveRestoreRecordHeader_t

Decompiled

undefined (2 params)

/* CRestore::StartBlock(SaveRestoreRecordHeader_t*) */

void __thiscall CRestore::StartBlock(CRestore *this,SaveRestoreRecordHeader_t *param_1)

{
  int local_10;
  
  (**(code **)(*(int *)this + 0x24))(this,param_1);
  local_10 = (*(code *)**(undefined4 **)this)(this);
  local_10 = local_10 + (uint)*(ushort *)param_1;
  CUtlVector<int,CUtlMemory<int,int>>::InsertBefore
            ((CUtlVector<int,CUtlMemory<int,int>> *)(this + 4),*(int *)(this + 0x10),&local_10);
  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)