L L4D2node

CSoundPatchSaveRestoreOps::Restore

0x004c13f0 · 96 bytes · __thiscall

_ZN25CSoundPatchSaveRestoreOps7RestoreERK22SaveRestoreFieldInfo_tP8IRestore

Decompiled

undefined (3 params)

/* CSoundPatchSaveRestoreOps::Restore(SaveRestoreFieldInfo_t const&, IRestore*) */

void __thiscall
CSoundPatchSaveRestoreOps::Restore
          (CSoundPatchSaveRestoreOps *this,SaveRestoreFieldInfo_t *param_1,IRestore *param_2)

{
  CSoundPatch **ppCVar1;
  uint uVar2;
  
  (**(code **)(*(int *)param_2 + 0x1c))(param_2);
  uVar2 = (uint)*(ushort *)(*(int *)(param_1 + 8) + 0xc);
  ppCVar1 = *(CSoundPatch ***)param_1;
  while (uVar2 = uVar2 - 1, uVar2 != 0xffffffff) {
    CSoundControllerImp::RestoreSoundPatch((CSoundControllerImp *)g_Controller,ppCVar1,param_2);
    ppCVar1 = ppCVar1 + 1;
  }
                    /* WARNING: Could not recover jumptable at 0x004c144e. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)param_2 + 0x20))();
  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)