CRestore::ReadVector
0x004a9de0 · 148 bytes · __thiscall
_ZN8CRestore10ReadVectorEP6Vectorii
Decompiled
undefined (4 params)
/* CRestore::ReadVector(Vector*, int, int) */
uint __thiscall CRestore::ReadVector(CRestore *this,Vector *param_1,int param_2,int param_3)
{
uint uVar1;
uVar1 = param_2 * 0xc;
if (param_3 == 0) {
BufferReadBytes(this,(char *)param_1,uVar1);
if (-1 < (int)uVar1) goto LAB_004a9e2e;
}
else {
if (param_3 <= (int)uVar1) {
BufferReadBytes(this,(char *)param_1,param_3);
uVar1 = param_3;
goto LAB_004a9e2e;
}
BufferReadBytes(this,(char *)param_1,uVar1);
}
BufferReadBytes(this,(char *)0x0,param_3 + param_2 * -0xc);
LAB_004a9e2e:
return uVar1 / 0xc;
}
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.