L L4D2node

CUtlSymbolDataOps::Restore

0x006d7410 · 132 bytes · __thiscall

_ZN17CUtlSymbolDataOps7RestoreERK22SaveRestoreFieldInfo_tP8IRestore

Decompiled

undefined (3 params)

/* CUtlSymbolDataOps::Restore(SaveRestoreFieldInfo_t const&, IRestore*) */

void __thiscall
CUtlSymbolDataOps::Restore
          (CUtlSymbolDataOps *this,SaveRestoreFieldInfo_t *param_1,IRestore *param_2)

{
  undefined2 *puVar1;
  int in_GS_OFFSET;
  char *pcVar2;
  undefined4 uVar3;
  undefined1 *puVar4;
  undefined2 local_422;
  undefined1 local_420 [1024];
  int local_20;
  
  puVar4 = local_420;
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  puVar1 = *(undefined2 **)param_1;
  (**(code **)(*(int *)param_2 + 0x4c))(param_2,puVar4,0x400,0);
  pcVar2 = (char *)&local_422;
  uVar3 = *(undefined4 *)(this + 4);
  CUtlSymbolTable::AddString(pcVar2);
  *puVar1 = local_422;
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail(pcVar2,uVar3,puVar4);
}

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)