CRestore::ReadEHandle
0x004aa290 · 204 bytes · __thiscall
_ZN8CRestore11ReadEHandleEP7CHandleI11CBaseEntityEii
Decompiled
undefined (4 params)
/* CRestore::ReadEHandle(CHandle<CBaseEntity>*, int, int) */
int __thiscall CRestore::ReadEHandle(CRestore *this,CHandle *param_1,int param_2,int param_3)
{
int iVar1;
undefined4 *puVar2;
int *piVar3;
CHandle *pCVar4;
int iVar5;
int local_101c [1027];
iVar1 = (**(code **)(*(int *)this + 0x38))(this,local_101c,param_2,param_3);
if (0 < iVar1) {
iVar5 = 0;
pCVar4 = param_1;
do {
while( true ) {
piVar3 = (int *)EntityFromIndex(this,local_101c[iVar5]);
if (piVar3 != (int *)0x0) break;
iVar5 = iVar5 + 1;
*(undefined4 *)pCVar4 = 0xffffffff;
pCVar4 = pCVar4 + 4;
if (iVar5 == iVar1) goto LAB_004aa31d;
}
iVar5 = iVar5 + 1;
puVar2 = (undefined4 *)(**(code **)(*piVar3 + 0xc))(piVar3);
*(undefined4 *)pCVar4 = *puVar2;
pCVar4 = pCVar4 + 4;
} while (iVar5 != iVar1);
}
LAB_004aa31d:
if (iVar1 < param_2) {
memset(param_1 + iVar1 * 4,0xff,(param_2 - iVar1) * 4);
}
return iVar1;
}
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.