L L4D2node

CEventQueueSaveLoadProxy::Restore

0x0063f270 · 65 bytes · __thiscall

_ZN24CEventQueueSaveLoadProxy7RestoreER8IRestore

Decompiled

undefined (2 params)

/* CEventQueueSaveLoadProxy::Restore(IRestore&) */

undefined4 __thiscall
CEventQueueSaveLoadProxy::Restore(CEventQueueSaveLoadProxy *this,IRestore *param_1)

{
  int iVar1;
  undefined4 uVar2;
  
  iVar1 = CBaseEntity::Restore((CBaseEntity *)this,param_1);
  uVar2 = 0;
  if (iVar1 != 0) {
    uVar2 = CEventQueue::Restore((CEventQueue *)g_EventQueue,param_1);
    UTIL_Remove((CBaseEntity *)this);
  }
  return uVar2;
}

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)