L L4D2node

CAchievementSaveRestoreBlockHandler::Restore

0x003ed360 · 384 bytes · __cdecl

_ZN35CAchievementSaveRestoreBlockHandler7RestoreEP8IRestoreb

Decompiled

undefined (2 params)

/* CAchievementSaveRestoreBlockHandler::Restore(IRestore*, bool) */

void CAchievementSaveRestoreBlockHandler::Restore(IRestore *param_1,bool param_2)

{
  code *pcVar1;
  short sVar2;
  int iVar3;
  CAchievementMgr *this;
  int *piVar4;
  undefined4 uVar5;
  undefined3 in_stack_00000009;
  undefined **local_a0;
  undefined4 local_9c;
  char local_98;
  undefined **local_94;
  
  iVar3 = (**(code **)(*engine + 0x1a4))(engine);
  if (iVar3 != 0) {
    this = (CAchievementMgr *)
           __dynamic_cast(iVar3,&IAchievementMgr::typeinfo,&CAchievementMgr::typeinfo,0x1c);
    if ((this != (CAchievementMgr *)0x0) && (param_1[4] != (IRestore)0x0)) {
      CAchievementMgr::PreRestoreSavedGame(this);
      (**(code **)(*_param_2 + 0x1c))(_param_2);
      sVar2 = (**(code **)(*_param_2 + 0x30))(_param_2);
      iVar3 = (int)sVar2;
      while( true ) {
        if (iVar3 == 0) break;
        sVar2 = (**(code **)(*_param_2 + 0x30))();
        piVar4 = (int *)(**(code **)(*(int *)this + 0x60))(this,(int)sVar2,0);
        if (piVar4 == (int *)0x0) {
          CBaseAchievement::CBaseAchievement((CBaseAchievement *)&local_a0);
          pcVar1 = *(code **)(*_param_2 + 8);
                    /* try { // try from 003ed469 to 003ed480 has its CatchHandler @ 003ed4ec */
          uVar5 = CBaseAchievement::GetDataDescMap();
          (*pcVar1)(_param_2,&local_a0,uVar5);
          local_94 = &PTR_GetAchievementID_00c081a4;
          local_a0 = &PTR__CGameEventListener_00bfb6e8;
          local_9c = 0xd;
          if ((local_98 != '\0') && (gameeventmanager != (int *)0x0)) {
            (**(code **)(*gameeventmanager + 0x18))(gameeventmanager,&local_a0);
          }
        }
        else {
          pcVar1 = *(code **)(*_param_2 + 8);
          uVar5 = (**(code **)(*piVar4 + 0xb0))(piVar4);
          (*pcVar1)(_param_2,piVar4,uVar5);
        }
        iVar3 = iVar3 + -1;
      }
      (**(code **)(*_param_2 + 0x20))(_param_2);
      CAchievementMgr::PostRestoreSavedGame(this);
      return;
    }
  }
  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)