CActivityDataOps::Restore
0x003f7680 · 142 bytes · __thiscall
_ZN16CActivityDataOps7RestoreERK22SaveRestoreFieldInfo_tP8IRestore
Decompiled
undefined (3 params)
/* CActivityDataOps::Restore(SaveRestoreFieldInfo_t const&, IRestore*) */
void __thiscall
CActivityDataOps::Restore(CActivityDataOps *this,SaveRestoreFieldInfo_t *param_1,IRestore *param_2)
{
uint *puVar1;
uint uVar2;
uint *puVar3;
int in_GS_OFFSET;
char local_420 [1024];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
puVar1 = *(uint **)param_1;
uVar2 = (**(code **)(*(int *)param_2 + 0x3c))(param_2);
if (uVar2 >> 0x10 == 0x8080) {
(**(code **)(*(int *)param_2 + 0x4c))(param_2,local_420,0x400,uVar2 & 0xffff);
puVar3 = (uint *)ListFromString(local_420);
if ((puVar3 == (uint *)0x0) || (uVar2 = *puVar3, *puVar1 = uVar2, (int)uVar2 < 0)) {
*puVar1 = 0;
}
}
else {
*puVar1 = uVar2;
}
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.