L L4D2node

CSaveRestoreBlockSet::CallBlockHandlerRestore

0x004ac980 · 155 bytes · __cdecl

_ZN20CSaveRestoreBlockSet23CallBlockHandlerRestoreEP24ISaveRestoreBlockHandleriP8IRestoreb

Decompiled

undefined (4 params)

/* CSaveRestoreBlockSet::CallBlockHandlerRestore(ISaveRestoreBlockHandler*, int, IRestore*, bool) */

void CSaveRestoreBlockSet::CallBlockHandlerRestore
               (ISaveRestoreBlockHandler *param_1,int param_2,IRestore *param_3,bool param_4)

{
  int iVar1;
  char *__s2;
  int iVar2;
  int iVar3;
  char *__s1;
  undefined3 in_stack_00000011;
  
  __s2 = (char *)(*(code *)**(undefined4 **)param_2)(param_2);
  iVar1 = *(int *)(param_1 + 0x4c);
  if (0 < iVar1) {
    __s1 = *(char **)(param_1 + 0x40);
    iVar3 = 0;
    do {
      iVar2 = strcmp(__s1,__s2);
      if (iVar2 == 0) {
        if (*(int *)(__s1 + 0x24) == -1) {
          return;
        }
        (**(code **)(*_param_4 + 4))(_param_4,param_3 + *(int *)(__s1 + 0x24));
                    /* WARNING: Could not recover jumptable at 0x004aca11. Too many branches */
                    /* WARNING: Treating indirect jump as call */
        (**(code **)(*(int *)param_2 + 0x1c))();
        return;
      }
      iVar3 = iVar3 + 1;
      __s1 = __s1 + 0x28;
    } while (iVar3 != iVar1);
  }
  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)