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 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.