L L4D2node

CEntitySaveRestoreBlockHandler::ReadRestoreHeaders

0x004a6230 · 345 bytes · __thiscall

_ZN30CEntitySaveRestoreBlockHandler18ReadRestoreHeadersEP8IRestore

Decompiled

undefined (2 params)

/* CEntitySaveRestoreBlockHandler::ReadRestoreHeaders(IRestore*) */

void __thiscall
CEntitySaveRestoreBlockHandler::ReadRestoreHeaders
          (CEntitySaveRestoreBlockHandler *this,IRestore *param_1)

{
  int iVar1;
  int iVar2;
  int iVar3;
  undefined4 *puVar4;
  int iVar5;
  int local_20 [4];
  
  iVar1 = (**(code **)(*(int *)param_1 + 0x9c))(param_1);
  (**(code **)(*(int *)param_1 + 0x38))(param_1,local_20,1,0);
  iVar2 = (**(code **)(*engine + 0x68))(engine,local_20[0] * 0x38,1);
  if (iVar2 != 0) {
    *(int *)(iVar1 + 0x560) = iVar2;
    iVar3 = 0;
    *(int *)(iVar1 + 0x55c) = local_20[0];
    iVar5 = 0;
    if (0 < local_20[0]) {
      while( true ) {
        puVar4 = (undefined4 *)(iVar2 + iVar5);
        iVar3 = iVar3 + 1;
        iVar5 = iVar5 + 0x38;
        *puVar4 = 0xffffffff;
        puVar4[1] = 0xffffffff;
        puVar4[2] = 0xffffffff;
        puVar4[3] = 0xffffffff;
        puVar4[5] = 0;
        puVar4[6] = 0;
        puVar4[7] = 0;
        puVar4[8] = 0;
        puVar4[9] = 0;
        puVar4[10] = 0;
        puVar4[0xb] = 0;
        puVar4[0xc] = 0;
        puVar4[0xd] = 0;
        if (*(int *)(iVar1 + 0x55c) <= iVar3) break;
        iVar2 = *(int *)(iVar1 + 0x560);
      }
      if (0 < *(int *)(iVar1 + 0x55c)) {
        iVar2 = 0;
        iVar3 = 0;
        do {
          iVar3 = iVar3 + 1;
          (**(code **)(*(int *)param_1 + 0xc))
                    (param_1,"ETABLE",iVar2 + *(int *)(iVar1 + 0x560),0,entitytable_t::m_DataMap,
                     DAT_00f18ee4);
          iVar2 = iVar2 + 0x38;
        } while (iVar3 < *(int *)(iVar1 + 0x55c));
      }
    }
  }
  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)