L L4D2node

CInstancedSceneEntity::OnRestore

0x00815920 · 135 bytes · __thiscall

_ZN21CInstancedSceneEntity9OnRestoreEv

Decompiled

undefined (1 param)

/* CInstancedSceneEntity::OnRestore() */

void __thiscall CInstancedSceneEntity::OnRestore(CInstancedSceneEntity *this)

{
  uint uVar1;
  undefined *puVar2;
  
  if ((this[0x718] != (CInstancedSceneEntity)0x0) &&
     ((((uVar1 = *(uint *)(this + 0x714), uVar1 == 0xffffffff ||
        (puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 == (undefined *)0xfffffffc)) ||
       (*(uint *)(puVar2 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar2 + 4) == 0)))) {
    UTIL_Remove((CBaseEntity *)this);
    return;
  }
  if (*(CChoreoScene **)(this + 0x4f0) != (CChoreoScene *)0x0) {
    CChoreoScene::SetBackground(*(CChoreoScene **)(this + 0x4f0),(bool)this[0x7a4]);
  }
  CSceneEntity::OnRestore((CSceneEntity *)this);
  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)