CSaveRestoreBlockSet::Restore
0x004ac730 · 132 bytes · __thiscall
_ZN20CSaveRestoreBlockSet7RestoreEP8IRestoreb
Decompiled
undefined (3 params)
/* CSaveRestoreBlockSet::Restore(IRestore*, bool) */
void __thiscall
CSaveRestoreBlockSet::Restore(CSaveRestoreBlockSet *this,IRestore *param_1,bool param_2)
{
int iVar1;
undefined4 uVar2;
int iVar3;
uVar2 = (*(code *)**(undefined4 **)param_1)(param_1);
iVar3 = 0;
if (0 < *(int *)(this + 0x30)) {
do {
iVar1 = iVar3 * 4;
iVar3 = iVar3 + 1;
(**(code **)(*(int *)this + 0x2c))
(this,*(undefined4 *)(*(int *)(this + 0x24) + iVar1),uVar2,param_1,param_2);
} while (iVar3 < *(int *)(this + 0x30));
}
/* WARNING: Could not recover jumptable at 0x004ac7b2. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*(int *)param_1 + 4))();
return;
}
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.