CEntitySaveRestoreBlockHandler::DoRestoreEntity
0x004aae60 · 215 bytes · __thiscall
_ZN30CEntitySaveRestoreBlockHandler15DoRestoreEntityEP11CBaseEntityP8IRestore
Decompiled
undefined (3 params)
/* CEntitySaveRestoreBlockHandler::DoRestoreEntity(CBaseEntity*, IRestore*) */
bool __thiscall
CEntitySaveRestoreBlockHandler::DoRestoreEntity
(CEntitySaveRestoreBlockHandler *this,CBaseEntity *param_1,IRestore *param_2)
{
int *piVar1;
uint *puVar2;
int iVar3;
uint uVar4;
undefined *puVar5;
bool bVar6;
uint local_20;
piVar1 = mdlcache;
(**(code **)(*mdlcache + 0x68))(mdlcache);
if (param_1 == (CBaseEntity *)0x0) {
local_20 = 0xffffffff;
}
else {
/* try { // try from 004aae8a to 004aaedd has its CatchHandler @ 004aaf44 */
puVar2 = (uint *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
local_20 = *puVar2;
}
iVar3 = (**(code **)(*(int *)param_2 + 0x9c))(param_2);
*(CBaseEntity **)(iVar3 + 0x564) = param_1;
(**(code **)(*(int *)param_1 + 200))(param_1,param_2);
iVar3 = (**(code **)(*(int *)param_2 + 0x9c))(param_2);
*(undefined4 *)(iVar3 + 0x564) = 0;
uVar4 = (**(code **)(*(int *)param_1 + 0xa4))(param_1);
if ((uVar4 & 1) == 0) {
/* try { // try from 004aaf20 to 004aaf22 has its CatchHandler @ 004aaf44 */
(**(code **)(*(int *)param_1 + 0x6c))(param_1);
}
else {
(**(code **)(*(int *)param_1 + 100))();
}
if (local_20 != 0xffffffff) {
puVar5 = g_pEntityList + (local_20 & 0xfff) * 0x10;
if ((puVar5 != (undefined *)0xfffffffc) && (*(uint *)(puVar5 + 8) == local_20 >> 0xc)) {
bVar6 = *(int *)(puVar5 + 4) != 0;
goto LAB_004aaf0a;
}
}
bVar6 = false;
LAB_004aaf0a:
(**(code **)(*piVar1 + 0x6c))(piVar1);
return bVar6;
}
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.