L L4D2node

CEntitySaveRestoreBlockHandler::SaveInitEntities

0x004ac0e0 · 621 bytes · __thiscall

_ZN30CEntitySaveRestoreBlockHandler16SaveInitEntitiesEP16CSaveRestoreData

Decompiled

undefined (2 params)

/* CEntitySaveRestoreBlockHandler::SaveInitEntities(CSaveRestoreData*) */

undefined4 __thiscall
CEntitySaveRestoreBlockHandler::SaveInitEntities
          (CEntitySaveRestoreBlockHandler *this,CSaveRestoreData *param_1)

{
  CUtlVector<CGameSaveRestoreInfo::CHashElement,CUtlMemory<CGameSaveRestoreInfo::CHashElement,int>>
  *this_00;
  int *piVar1;
  int iVar2;
  int iVar3;
  undefined4 uVar4;
  undefined4 *puVar5;
  uint uVar6;
  int iVar7;
  int iVar8;
  undefined *puVar9;
  CBaseEntity *pCVar10;
  int local_38;
  int local_34;
  int local_30;
  int local_28;
  int local_24;
  int local_20;
  
  iVar2 = CGlobalEntityList::NumberOfEntities((CGlobalEntityList *)gEntList);
  iVar3 = (**(code **)(*engine + 0x68))(engine,iVar2 * 0x38,1);
  uVar4 = 0;
  if (iVar3 != 0) {
    iVar7 = 0;
    iVar8 = 0;
    *(int *)(param_1 + 0x578) = iVar3;
    *(int *)(param_1 + 0x574) = iVar2;
    if (0 < iVar2) {
      while( true ) {
        puVar5 = (undefined4 *)(iVar3 + iVar7);
        iVar8 = iVar8 + 1;
        iVar7 = iVar7 + 0x38;
        *puVar5 = 0xffffffff;
        puVar5[1] = 0xffffffff;
        puVar5[2] = 0xffffffff;
        puVar5[3] = 0xffffffff;
        puVar5[5] = 0;
        puVar5[6] = 0;
        puVar5[7] = 0;
        puVar5[8] = 0;
        puVar5[9] = 0;
        puVar5[10] = 0;
        puVar5[0xb] = 0;
        puVar5[0xc] = 0;
        puVar5[0xd] = 0;
        if (*(int *)(param_1 + 0x574) <= iVar8) break;
        iVar3 = *(int *)(param_1 + 0x578);
      }
    }
    local_28 = 0;
    pCVar10 = (CBaseEntity *)0x0;
    while (pCVar10 = (CBaseEntity *)
                     CGlobalEntityList::NextEnt((CGlobalEntityList *)gEntList,pCVar10),
          pCVar10 != (CBaseEntity *)0x0) {
      SaveEntityOnTable(pCVar10,param_1,&local_28);
    }
    CUtlHash<CGameSaveRestoreInfo::CHashElement,CGameSaveRestoreInfo::CHashFuncs,CGameSaveRestoreInfo::CHashFuncs>
    ::CUtlHash(param_1 + 0x580,0x400,0,0,0,0);
    local_38 = *(int *)(param_1 + 0x574);
    if (0 < local_38) {
      local_34 = 0;
      local_30 = 0;
      do {
        local_24 = 0;
        uVar6 = *(uint *)(*(int *)(param_1 + 0x578) + 0x10 + local_34);
        if (((uVar6 != 0xffffffff) &&
            (puVar9 = g_pEntityList + (uVar6 & 0xfff) * 0x10, puVar9 != (undefined *)0xfffffffc)) &&
           (*(uint *)(puVar9 + 8) == uVar6 >> 0xc)) {
          local_24 = *(int *)(puVar9 + 4);
        }
        local_20 = local_30;
        uVar6 = Hash4(&local_24);
        if (param_1[0x596] == (CSaveRestoreData)0x0) {
          uVar6 = uVar6 % *(uint *)(param_1 + 0x58c);
        }
        else {
          uVar6 = uVar6 & *(uint *)(param_1 + 0x598);
        }
        this_00 = (CUtlVector<CGameSaveRestoreInfo::CHashElement,CUtlMemory<CGameSaveRestoreInfo::CHashElement,int>>
                   *)(*(int *)(param_1 + 0x580) + uVar6 * 0x14);
        iVar3 = *(int *)(this_00 + 0xc);
        if (iVar3 < 1) {
          if (iVar3 == 0) {
LAB_004ac2dc:
            CUtlVector<CGameSaveRestoreInfo::CHashElement,CUtlMemory<CGameSaveRestoreInfo::CHashElement,int>>
            ::GrowVector(this_00,1);
            CUtlVector<CGameSaveRestoreInfo::CHashElement,CUtlMemory<CGameSaveRestoreInfo::CHashElement,int>>
            ::ShiftElementsRight(this_00,iVar3,1);
            piVar1 = (int *)(*(int *)this_00 + iVar3 * 8);
            if (piVar1 != (int *)0x0) {
              *piVar1 = local_24;
              piVar1[1] = local_20;
            }
          }
        }
        else if (**(int **)this_00 != local_24) {
          iVar2 = 0;
          do {
            iVar2 = iVar2 + 1;
            if (iVar2 == iVar3) goto LAB_004ac2dc;
          } while ((*(int **)this_00)[iVar2 * 2] != local_24);
        }
        local_30 = local_30 + 1;
        local_34 = local_34 + 0x38;
      } while (local_30 != local_38);
      local_38 = *(int *)(param_1 + 0x574);
    }
    uVar4 = CONCAT31((int3)((uint)local_38 >> 8),local_28 == local_38);
  }
  return uVar4;
}

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)