L L4D2node

CUtlVectorDataOps<CUtlVector<AIChannelScheduleState_t,CUtlMemory<AIChannelScheduleState_t,int>>,10>::Restore

0x005a7e30 · 302 bytes · __thiscall

_ZN17CUtlVectorDataOpsI10CUtlVectorI24AIChannelScheduleState_t10CUtlMemoryIS1_iEELi10EE7RestoreERK22SaveRestoreFieldInfo_tP8IRestore

Decompiled

undefined (3 params)

/* CUtlVectorDataOps<CUtlVector<AIChannelScheduleState_t, CUtlMemory<AIChannelScheduleState_t, int>
   >, 10>::Restore(SaveRestoreFieldInfo_t const&, IRestore*) */

void __thiscall
CUtlVectorDataOps<CUtlVector<AIChannelScheduleState_t,CUtlMemory<AIChannelScheduleState_t,int>>,10>
::Restore(CUtlVectorDataOps<CUtlVector<AIChannelScheduleState_t,CUtlMemory<AIChannelScheduleState_t,int>>,10>
          *this,SaveRestoreFieldInfo_t *param_1,IRestore *param_2)

{
  CUtlVector<AIChannelScheduleState_t,CUtlMemory<AIChannelScheduleState_t,int>> *this_00;
  uint uVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  int iVar5;
  undefined **ppuVar6;
  undefined4 *puVar7;
  byte bVar8;
  undefined **local_74 [6];
  undefined *local_5c [3];
  undefined2 local_50;
  undefined2 local_4e;
  undefined1 *local_3c;
  undefined4 local_38;
  
  bVar8 = 0;
  uVar1 = 0;
  ppuVar6 = local_5c;
  for (iVar2 = 0x10; iVar2 != 0; iVar2 = iVar2 + -1) {
    *ppuVar6 = (undefined *)0x0;
    ppuVar6 = ppuVar6 + 1;
  }
  local_5c[0] = (undefined *)0xa;
  local_5c[1] = &DAT_00c1c557;
  local_50 = 1;
  local_4e = 2;
  local_38 = 0xffffffff;
  local_3c = AIChannelScheduleState_t::m_DataMap;
  do {
    *(undefined4 *)((int)local_74 + uVar1) = 0;
    uVar1 = uVar1 + 4;
  } while (uVar1 < 0x18);
  local_74[1] = (undefined **)0x1;
  local_74[2] = (undefined **)&DAT_00c1c55d;
  this_00 = *(CUtlVector<AIChannelScheduleState_t,CUtlMemory<AIChannelScheduleState_t,int>> **)
             param_1;
  local_74[0] = local_5c;
  iVar2 = (**(code **)(*(int *)param_2 + 0x3c))(param_2);
  *(undefined4 *)(this_00 + 0xc) = 0;
  if (iVar2 != 0) {
    CUtlVector<AIChannelScheduleState_t,CUtlMemory<AIChannelScheduleState_t,int>>::GrowVector
              (this_00,iVar2);
    CUtlVector<AIChannelScheduleState_t,CUtlMemory<AIChannelScheduleState_t,int>>::
    ShiftElementsRight(this_00,0,iVar2);
    if (0 < iVar2) {
      iVar4 = 0;
      iVar5 = 0;
      do {
        if ((undefined4 *)(iVar4 + *(int *)this_00) != (undefined4 *)0x0) {
          puVar7 = (undefined4 *)(iVar4 + *(int *)this_00);
          for (iVar3 = 10; iVar3 != 0; iVar3 = iVar3 + -1) {
            *puVar7 = 0;
            puVar7 = puVar7 + (uint)bVar8 * -2 + 1;
          }
        }
        iVar5 = iVar5 + 1;
        iVar4 = iVar4 + 0x28;
      } while (iVar5 != iVar2);
      local_38 = 0;
      iVar4 = 0;
      do {
        iVar5 = iVar4 + 1;
        (**(code **)(*(int *)param_2 + 8))(param_2,*(int *)this_00 + iVar4 * 0x28,local_74);
        iVar4 = iVar5;
      } while (iVar5 != iVar2);
      return;
    }
  }
  return;
}

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)