CRestore::SkipEntityData
0x004a5f10 · 73 bytes · __thiscall
_ZN8CRestore14SkipEntityDataEv
Decompiled
undefined (1 param)
/* CRestore::SkipEntityData() */
void __thiscall CRestore::SkipEntityData(CRestore *this)
{
int *piVar1;
int iVar2;
int iVar3;
int iVar4;
ushort local_20 [8];
iVar4 = 0;
iVar3 = (**(code **)(*(int *)this + 0x3c))(this);
if (0 < iVar3) {
do {
iVar4 = iVar4 + 1;
(**(code **)(*(int *)this + 0x24))(this,local_20);
iVar2 = *(int *)(this + 0x18);
piVar1 = (int *)(iVar2 + 4);
*piVar1 = *piVar1 + (uint)local_20[0];
piVar1 = (int *)(iVar2 + 8);
*piVar1 = *piVar1 + (uint)local_20[0];
} while (iVar4 != iVar3);
}
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.