CPropVehicle::Restore
0x00b33ad0 · 108 bytes · __thiscall
_ZN12CPropVehicle7RestoreER8IRestore
Decompiled
undefined (2 params)
/* CPropVehicle::Restore(IRestore&) */
void __thiscall CPropVehicle::Restore(CPropVehicle *this,IRestore *param_1)
{
undefined4 uVar1;
int iVar2;
undefined4 uVar3;
undefined4 *puVar4;
iVar2 = (**(code **)(*(int *)this + 0x18c))(this);
if (iVar2 == 0) {
uVar3 = 0;
}
else {
uVar3 = __dynamic_cast(iVar2,&IServerVehicle::typeinfo,&CFourWheelServerVehicle::typeinfo,0);
}
puVar4 = (undefined4 *)(**(code **)(*(int *)this + 0xc))(this);
uVar1 = *puVar4;
*(undefined4 *)(this + 0x1400) = uVar3;
*(undefined4 *)(this + 0x13fc) = uVar1;
CBaseAnimating::Restore((CBaseAnimating *)this,param_1);
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.