CConceptHistoriesDataOps::Restore
0x005d7410 · 351 bytes · __thiscall
_ZN24CConceptHistoriesDataOps7RestoreERK22SaveRestoreFieldInfo_tP8IRestore
Decompiled
undefined (3 params)
/* CConceptHistoriesDataOps::Restore(SaveRestoreFieldInfo_t const&, IRestore*) */
void __thiscall
CConceptHistoriesDataOps::Restore
(CConceptHistoriesDataOps *this,SaveRestoreFieldInfo_t *param_1,IRestore *param_2)
{
CUtlDict<ConceptHistory_t,int> *this_00;
int iVar1;
int iVar2;
int in_GS_OFFSET;
char local_2e1;
undefined4 local_2e0;
AI_Response local_2dc [188];
char local_220 [512];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
this_00 = *(CUtlDict<ConceptHistory_t,int> **)param_1;
iVar1 = (**(code **)(*(int *)param_2 + 0x3c))(param_2);
if (0 < iVar1) {
iVar2 = 0;
do {
local_220[0] = '\0';
local_2e0 = 0xbf800000;
AI_Response::AI_Response(local_2dc);
/* try { // try from 005d74d4 to 005d7550 has its CatchHandler @ 005d7577 */
(**(code **)(*(int *)param_2 + 0x1c))(param_2);
(**(code **)(*(int *)param_2 + 0x4c))(param_2,local_220,0x200,0);
(**(code **)(*(int *)param_2 + 8))(param_2,&local_2e0,ConceptHistory_t::m_DataMap);
local_2e1 = '\0';
(**(code **)(*(int *)param_2 + 0x40))(param_2,&local_2e1,1,0);
if (local_2e1 == '\0') {
AI_Response::Invalidate(local_2dc);
}
else {
/* try { // try from 005d7469 to 005d749e has its CatchHandler @ 005d7577 */
(**(code **)(*(int *)param_2 + 8))(param_2,local_2dc,AI_Response::m_DataMap);
}
(**(code **)(*(int *)param_2 + 0x20))(param_2);
if (local_220[0] != '\0') {
CUtlDict<ConceptHistory_t,int>::Insert(this_00,local_220,(ConceptHistory_t *)&local_2e0);
}
iVar2 = iVar2 + 1;
AI_Response::~AI_Response(local_2dc);
} while (iVar2 != iVar1);
}
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.