L L4D2node

Script_RestoreTable

0x00b434e0 · 41 bytes · __cdecl

_ZL19Script_RestoreTablePKcP9HSCRIPT__

Decompiled

undefined (2 params)

/* Script_RestoreTable(char const*, HSCRIPT__*) */

void Script_RestoreTable(char *param_1,HSCRIPT__ *param_2)

{
  CDirectorChallengeMode::RestoreScriptTable
            (*(CDirectorChallengeMode **)(TheDirector + 0x648),param_1,param_2);
  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)