L L4D2node

CEventsSaveDataOps::Parse

0x0063f110 · 33 bytes · __thiscall

_ZN18CEventsSaveDataOps5ParseERK22SaveRestoreFieldInfo_tPKc

Decompiled

undefined (3 params)

/* CEventsSaveDataOps::Parse(SaveRestoreFieldInfo_t const&, char const*) */

undefined4 __thiscall
CEventsSaveDataOps::Parse(CEventsSaveDataOps *this,SaveRestoreFieldInfo_t *param_1,char *param_2)

{
  CBaseEntityOutput::ParseEventAction(*(CBaseEntityOutput **)param_1,param_2);
  return 1;
}

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)