L L4D2node

CEventsSaveDataOps::Restore

0x0063f1c0 · 83 bytes · __thiscall

_ZN18CEventsSaveDataOps7RestoreERK22SaveRestoreFieldInfo_tP8IRestore

Decompiled

undefined (3 params)

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

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

{
  ushort uVar1;
  int iVar2;
  CBaseEntityOutput *this_00;
  int iVar3;
  
  iVar3 = 0;
  this_00 = *(CBaseEntityOutput **)param_1;
  uVar1 = *(ushort *)(*(int *)(param_1 + 8) + 0xc);
  if (uVar1 != 0) {
    do {
      iVar3 = iVar3 + 1;
      iVar2 = (**(code **)(*(int *)param_2 + 0x3c))(param_2);
      CBaseEntityOutput::Restore(this_00,param_2,iVar2);
      this_00 = this_00 + 0x18;
    } while (iVar3 < (int)(uint)uVar1);
  }
  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)