L L4D2node

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

0x005ef1d0 · 287 bytes · __thiscall

_ZN17CUtlVectorDataOpsI10CUtlVectorI15CAnimationLayer10CUtlMemoryIS1_iEELi10EE7RestoreERK22SaveRestoreFieldInfo_tP8IRestore

Decompiled

undefined (3 params)

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

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

{
  CUtlVector<CAnimationLayer,CUtlMemory<CAnimationLayer,int>> *this_00;
  uint uVar1;
  int iVar2;
  int iVar3;
  undefined **ppuVar4;
  int iVar5;
  undefined **local_74 [6];
  undefined *local_5c [3];
  undefined2 local_50;
  undefined2 local_4e;
  undefined1 *local_3c;
  undefined4 local_38;
  
  uVar1 = 0;
  ppuVar4 = local_5c;
  for (iVar2 = 0x10; iVar2 != 0; iVar2 = iVar2 + -1) {
    *ppuVar4 = (undefined *)0x0;
    ppuVar4 = ppuVar4 + 1;
  }
  local_5c[0] = (undefined *)0xa;
  local_5c[1] = &DAT_00c1c557;
  local_50 = 1;
  local_4e = 2;
  local_38 = 0xffffffff;
  local_3c = CAnimationLayer::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<CAnimationLayer,CUtlMemory<CAnimationLayer,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<CAnimationLayer,CUtlMemory<CAnimationLayer,int>>::GrowVector(this_00,iVar2);
    CUtlVector<CAnimationLayer,CUtlMemory<CAnimationLayer,int>>::ShiftElementsRight(this_00,0,iVar2)
    ;
    if (0 < iVar2) {
      iVar5 = 0;
      iVar3 = 0;
      do {
        if ((CAnimationLayer *)(iVar3 + *(int *)this_00) != (CAnimationLayer *)0x0) {
          CAnimationLayer::Init
                    ((CAnimationLayer *)(iVar3 + *(int *)this_00),(CBaseAnimatingOverlay *)0x0);
        }
        iVar5 = iVar5 + 1;
        iVar3 = iVar3 + 0x4c;
      } while (iVar5 != iVar2);
      local_38 = 0;
      iVar3 = 0;
      do {
        iVar5 = iVar3 + 1;
        (**(code **)(*(int *)param_2 + 8))(param_2,iVar3 * 0x4c + *(int *)this_00,local_74);
        iVar3 = 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)