L L4D2node

CServerGameDLL::Restore

0x006cc390 · 190 bytes · __thiscall

_ZN14CServerGameDLL7RestoreEP16CSaveRestoreDatab

Decompiled

undefined (3 params)

/* CServerGameDLL::Restore(CSaveRestoreData*, bool) */

void __thiscall CServerGameDLL::Restore(CServerGameDLL *this,CSaveRestoreData *param_1,bool param_2)

{
  char cVar1;
  undefined **local_34;
  undefined4 local_30 [3];
  undefined4 local_24;
  undefined4 local_20;
  
  cVar1 = (**(code **)(*engine + 0x1d8))(engine);
  if (cVar1 != '\0') {
    FoundryHelpers_ClearEntityHighlightEffects();
  }
  CRestore::CRestore((CRestore *)&local_34,param_1);
                    /* try { // try from 006cc3dc to 006cc415 has its CatchHandler @ 006cc452 */
  (**(code **)(*(int *)g_pGameSaveRestoreBlockSet + 0x1c))
            (g_pGameSaveRestoreBlockSet,(CRestore *)&local_34,param_2);
  (**(code **)(*(int *)g_pGameSaveRestoreBlockSet + 0x20))(g_pGameSaveRestoreBlockSet);
  if (serverfoundry != (int *)0x0) {
    cVar1 = (**(code **)(*engine + 0x1d8))(engine);
    if (cVar1 != '\0') {
      (**(code **)(*serverfoundry + 0xc))(serverfoundry);
    }
  }
  local_34 = &PTR_GetReadPos_00c1d008;
  local_24 = 0;
  CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)local_30);
  local_20 = local_30[0];
  CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)local_30);
  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)