L L4D2node

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 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)