L L4D2node

CCommentarySystem::OnRestore

0x0064c640 · 145 bytes · __thiscall

_ZN17CCommentarySystem9OnRestoreEv

Decompiled

undefined (1 param)

/* CCommentarySystem::OnRestore() */

void __thiscall CCommentarySystem::OnRestore(CCommentarySystem *this)

{
  int *piVar1;
  int iVar2;
  int iVar3;
  
  (**(code **)(*cvar + 0x44))(cvar,CV_GlobalChange_Commentary);
  if (g_bInCommentaryMode != '\0') {
    iVar2 = 0;
    if (0 < *(int *)(this + 0x3c)) {
      iVar3 = 0;
      do {
        piVar1 = (int *)(**(code **)(*cvar + 0x30))(cvar,*(int *)(this + 0x30) + iVar2);
        if (piVar1 != (int *)0x0) {
          (**(code **)(*piVar1 + 0x3c))(piVar1,*(int *)(this + 0x30) + iVar2 + 0x80);
        }
        iVar3 = iVar3 + 1;
        iVar2 = iVar2 + 0x180;
      } while (iVar3 < *(int *)(this + 0x3c));
    }
    (**(code **)(*cvar + 0x40))(cvar,CV_GlobalChange_Commentary);
  }
  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)