L L4D2node

CGlobalState::Restore

0x006d6fb0 · 85 bytes · __thiscall

_ZN12CGlobalState7RestoreER8IRestore

Decompiled

undefined (2 params)

/* CGlobalState::Restore(IRestore&) */

bool __thiscall CGlobalState::Restore(CGlobalState *this,IRestore *param_1)

{
  int iVar1;
  
  Reset(this);
  iVar1 = (**(code **)(*(int *)param_1 + 0xc))(param_1,"GLOBAL",this,0,m_DataMap,DAT_00f3c55c);
  return iVar1 != 0;
}

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)