L L4D2node

RestoreGlobalState

0x006d7030 · 86 bytes · __cdecl

_Z18RestoreGlobalStateP16CSaveRestoreData

Decompiled

undefined (1 param)

/* RestoreGlobalState(CSaveRestoreData*) */

void RestoreGlobalState(CSaveRestoreData *param_1)

{
  undefined **local_34;
  undefined4 local_30 [3];
  undefined4 local_24;
  undefined4 local_20;
  
  CRestore::CRestore((CRestore *)&local_34,param_1);
                    /* try { // try from 006d7054 to 006d7058 has its CatchHandler @ 006d7086 */
  CGlobalState::Restore((CGlobalState *)gGlobalState,(IRestore *)&local_34);
  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)