L L4D2node

CBaseCombatCharacter::Restore

0x005f8b70 · 275 bytes · __thiscall

_ZN20CBaseCombatCharacter7RestoreER8IRestore

Decompiled

undefined (2 params)

/* CBaseCombatCharacter::Restore(IRestore&) */

int __thiscall CBaseCombatCharacter::Restore(CBaseCombatCharacter *this,IRestore *param_1)

{
  uint uVar1;
  int iVar2;
  undefined1 *puVar3;
  undefined *puVar4;
  undefined1 *puVar5;
  int iVar6;
  int iVar7;
  
  iVar2 = CBaseAnimating::Restore((CBaseAnimating *)this,param_1);
  iVar7 = 0;
  if ((iVar2 != 0) && (iVar7 = iVar2, *(int *)(gpGlobals + 0x48) == 2)) {
    puVar5 = *(undefined1 **)(this + 0x7c);
    if (puVar5 == (undefined1 *)0x0) {
      puVar5 = &DAT_00d539c2;
    }
    puVar3 = &DAT_00d539c2;
    if (*(undefined1 **)(this + 0x154) != (undefined1 *)0x0) {
      puVar3 = *(undefined1 **)(this + 0x154);
    }
    DevMsg(2,"%s (%s) removing class relationships due to level transition\n",puVar3,puVar5);
    iVar6 = *(int *)(this + 0x1854) + -1;
    if (-1 < iVar6) {
      iVar7 = iVar6 * 0x10;
      do {
        while( true ) {
          uVar1 = *(uint *)(*(int *)(this + 0x1848) + iVar7);
          if ((((uVar1 == 0xffffffff) ||
               (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc))
              || (*(uint *)(puVar4 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar4 + 4) == 0)) break;
          iVar6 = iVar6 + -1;
          iVar7 = iVar7 + -0x10;
          if (iVar6 == -1) {
            return iVar2;
          }
        }
        if (((uint *)(*(int *)(this + 0x1848) + iVar7))[1] != 0) {
          CUtlVector<Relationship_t,CUtlMemory<Relationship_t,int>>::FastRemove
                    ((CUtlVector<Relationship_t,CUtlMemory<Relationship_t,int>> *)(this + 0x1848),
                     iVar6);
        }
        iVar6 = iVar6 + -1;
        iVar7 = iVar7 + -0x10;
      } while (iVar6 != -1);
      return iVar2;
    }
  }
  return iVar7;
}

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)