CSaveRestoreBlockSet::CallBlockHandlerRestore
0x004ac980 · 155 bytes · __cdecl
_ZN20CSaveRestoreBlockSet23CallBlockHandlerRestoreEP24ISaveRestoreBlockHandleriP8IRestoreb
Decompiled
undefined (4 params)
/* CSaveRestoreBlockSet::CallBlockHandlerRestore(ISaveRestoreBlockHandler*, int, IRestore*, bool) */
void CSaveRestoreBlockSet::CallBlockHandlerRestore
(ISaveRestoreBlockHandler *param_1,int param_2,IRestore *param_3,bool param_4)
{
int iVar1;
char *__s2;
int iVar2;
int iVar3;
char *__s1;
undefined3 in_stack_00000011;
__s2 = (char *)(*(code *)**(undefined4 **)param_2)(param_2);
iVar1 = *(int *)(param_1 + 0x4c);
if (0 < iVar1) {
__s1 = *(char **)(param_1 + 0x40);
iVar3 = 0;
do {
iVar2 = strcmp(__s1,__s2);
if (iVar2 == 0) {
if (*(int *)(__s1 + 0x24) == -1) {
return;
}
(**(code **)(*_param_4 + 4))(_param_4,param_3 + *(int *)(__s1 + 0x24));
/* WARNING: Could not recover jumptable at 0x004aca11. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*(int *)param_2 + 0x1c))();
return;
}
iVar3 = iVar3 + 1;
__s1 = __s1 + 0x28;
} while (iVar3 != iVar1);
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.