L L4D2node

CEnvPlayerSurfaceTrigger::OnRestore

0x00693660 · 76 bytes · __thiscall

_ZN24CEnvPlayerSurfaceTrigger9OnRestoreEv

Decompiled

undefined (1 param)

/* CEnvPlayerSurfaceTrigger::OnRestore() */

void __thiscall CEnvPlayerSurfaceTrigger::OnRestore(CEnvPlayerSurfaceTrigger *this)

{
  undefined4 *puVar1;
  undefined4 local_10 [2];
  
  CBaseEntity::OnRestore((CBaseEntity *)this);
  local_10[0] = 0xffffffff;
  if (this != (CEnvPlayerSurfaceTrigger *)0x0) {
    puVar1 = (undefined4 *)(**(code **)(*(int *)this + 0xc))(this);
    local_10[0] = *puVar1;
  }
  CUtlVector<CHandle<CEnvPlayerSurfaceTrigger>,CUtlMemory<CHandle<CEnvPlayerSurfaceTrigger>,int>>::
  InsertBefore((CUtlVector<CHandle<CEnvPlayerSurfaceTrigger>,CUtlMemory<CHandle<CEnvPlayerSurfaceTrigger>,int>>
                *)&g_PlayerSurfaceTriggers,DAT_00fdcd84,(CHandle *)local_10);
  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)