CDefaultResponseSystemSaveRestoreBlockHandler::ReadRestoreHeaders
0x005be760 · 60 bytes · __thiscall
_ZN45CDefaultResponseSystemSaveRestoreBlockHandler18ReadRestoreHeadersEP8IRestore
Decompiled
undefined (2 params)
/* CDefaultResponseSystemSaveRestoreBlockHandler::ReadRestoreHeaders(IRestore*) */
void __thiscall
CDefaultResponseSystemSaveRestoreBlockHandler::ReadRestoreHeaders
(CDefaultResponseSystemSaveRestoreBlockHandler *this,IRestore *param_1)
{
short local_e [5];
(**(code **)(*(int *)param_1 + 0x34))(param_1,local_e,1,0);
this[4] = (CDefaultResponseSystemSaveRestoreBlockHandler)
(local_e[0] == RESPONSESYSTEM_SAVE_RESTORE_VERSION);
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.