L L4D2node

CCommentary_SaveRestoreBlockHandler::Restore

0x0064c580 · 95 bytes · __cdecl

_ZN35CCommentary_SaveRestoreBlockHandler7RestoreEP8IRestoreb

Decompiled

undefined (2 params)

/* CCommentary_SaveRestoreBlockHandler::Restore(IRestore*, bool) */

void CCommentary_SaveRestoreBlockHandler::Restore(IRestore *param_1,bool param_2)

{
  undefined3 in_stack_00000009;
  undefined1 *puStack0000000c;
  
  if (param_1[4] != (IRestore)0x0) {
    (**(code **)(*_param_2 + 0x40))(_param_2,&g_bInCommentaryMode,1,0);
    if (g_bInCommentaryMode != '\0') {
      puStack0000000c = CCommentarySystem::m_DataMap;
                    /* WARNING: Could not recover jumptable at 0x0064c5e4. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      (**(code **)(*_param_2 + 8))();
      return;
    }
  }
  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)