L L4D2node

CIKSaveRestoreOps::Restore

0x005ea650 · 97 bytes · __thiscall

_ZN17CIKSaveRestoreOps7RestoreERK22SaveRestoreFieldInfo_tP8IRestore

Decompiled

undefined (3 params)

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

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

{
  undefined4 *puVar1;
  CIKContext *this_00;
  char local_d;
  
  puVar1 = *(undefined4 **)param_1;
  (**(code **)(*(int *)param_2 + 0x40))(param_2,&local_d,1,0);
  if (local_d == '\0') {
    *puVar1 = 0;
    return;
  }
  this_00 = ::operator_new(0x1060);
                    /* try { // try from 005ea6a1 to 005ea6a5 has its CatchHandler @ 005ea6b1 */
  CIKContext::CIKContext(this_00);
  *puVar1 = this_00;
  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)