CDefaultResponseSystemSaveRestoreBlockHandler::Restore
0x005bf020 · 23 bytes · __cdecl
_ZN45CDefaultResponseSystemSaveRestoreBlockHandler7RestoreEP8IRestoreb
Decompiled
undefined (2 params)
/* CDefaultResponseSystemSaveRestoreBlockHandler::Restore(IRestore*, bool) */
void CDefaultResponseSystemSaveRestoreBlockHandler::Restore(IRestore *param_1,bool param_2)
{
undefined3 in_stack_00000009;
if (param_1[4] == (IRestore)0x0) {
return;
}
Restore(_param_2,SUB41(param_1,0));
return;
}
SourceMod gamedata
paste intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.