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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.