L L4D2node

CThinkContextsSaveDataOps::Restore

0x00618170 · 317 bytes · __thiscall

_ZN25CThinkContextsSaveDataOps7RestoreERK22SaveRestoreFieldInfo_tP8IRestore

Decompiled

undefined (3 params)

/* CThinkContextsSaveDataOps::Restore(SaveRestoreFieldInfo_t const&, IRestore*) */

void __thiscall
CThinkContextsSaveDataOps::Restore
          (CThinkContextsSaveDataOps *this,SaveRestoreFieldInfo_t *param_1,IRestore *param_2)

{
  undefined4 *puVar1;
  int *piVar2;
  int *piVar3;
  code *pcVar4;
  undefined4 uVar5;
  uint uVar6;
  int iVar7;
  char local_29;
  int *local_28;
  undefined4 local_24;
  undefined4 local_20;
  
  piVar2 = *(int **)param_1;
  if ((CUtlVectorDataopsInstantiator<10>::
       GetDataOps<CUtlVector<thinkfunc_t,CUtlMemory<thinkfunc_t,int>>>(CUtlVector<thinkfunc_t,CUtlMemory<thinkfunc_t,int>>*)
       ::ops == '\0') &&
     (iVar7 = __cxa_guard_acquire(&CUtlVectorDataopsInstantiator<10>::
                                   GetDataOps<CUtlVector<thinkfunc_t,CUtlMemory<thinkfunc_t,int>>>(CUtlVector<thinkfunc_t,CUtlMemory<thinkfunc_t,int>>*)
                                   ::ops), iVar7 != 0)) {
    CUtlVectorDataopsInstantiator<10>::
    GetDataOps<CUtlVector<thinkfunc_t,CUtlMemory<thinkfunc_t,int>>>(CUtlVector<thinkfunc_t,CUtlMemory<thinkfunc_t,int>>*)
    ::ops = &PTR_Save_00c60d38;
    __cxa_guard_release(&CUtlVectorDataopsInstantiator<10>::
                         GetDataOps<CUtlVector<thinkfunc_t,CUtlMemory<thinkfunc_t,int>>>(CUtlVector<thinkfunc_t,CUtlMemory<thinkfunc_t,int>>*)
                         ::ops);
  }
  local_24 = 0;
  local_20 = 0;
  local_28 = piVar2;
  (*(code *)CUtlVectorDataopsInstantiator<10>::
            GetDataOps<CUtlVector<thinkfunc_t,CUtlMemory<thinkfunc_t,int>>>(CUtlVector<thinkfunc_t,CUtlMemory<thinkfunc_t,int>>*)
            ::ops[1])(&CUtlVectorDataopsInstantiator<10>::
                       GetDataOps<CUtlVector<thinkfunc_t,CUtlMemory<thinkfunc_t,int>>>(CUtlVector<thinkfunc_t,CUtlMemory<thinkfunc_t,int>>*)
                       ::ops,&local_28,param_2);
  piVar3 = *(int **)(param_1 + 4);
  iVar7 = 0;
  (**(code **)(*(int *)param_2 + 0x1c))(param_2);
  if (0 < piVar2[3]) {
    do {
      while( true ) {
        (**(code **)(*(int *)param_2 + 0x40))(param_2,&local_29,1,0);
        puVar1 = (undefined4 *)(*piVar2 + iVar7 * 0x14);
        if (local_29 == '\0') break;
        iVar7 = iVar7 + 1;
        (**(code **)(*(int *)param_2 + 0x24))(param_2,&local_28);
        uVar6 = (uint)local_28 & 0xffff;
        pcVar4 = *(code **)(*(int *)param_2 + 0x74);
        uVar5 = (**(code **)(*piVar3 + 0x30))(piVar3);
        (*pcVar4)(param_2,uVar5,puVar1,1,uVar6);
        if (piVar2[3] <= iVar7) goto LAB_00618271;
      }
      *puVar1 = 0;
      iVar7 = iVar7 + 1;
    } while (iVar7 < piVar2[3]);
  }
LAB_00618271:
  (**(code **)(*(int *)param_2 + 0x20))(param_2);
  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)