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 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.