CUtlVectorDataOps<CUtlVector<thinkfunc_t,CUtlMemory<thinkfunc_t,int>>,10>::Restore
0x006234c0 · 235 bytes · __thiscall
_ZN17CUtlVectorDataOpsI10CUtlVectorI11thinkfunc_t10CUtlMemoryIS1_iEELi10EE7RestoreERK22SaveRestoreFieldInfo_tP8IRestore
Decompiled
undefined (3 params)
/* CUtlVectorDataOps<CUtlVector<thinkfunc_t, CUtlMemory<thinkfunc_t, int> >,
10>::Restore(SaveRestoreFieldInfo_t const&, IRestore*) */
void __thiscall
CUtlVectorDataOps<CUtlVector<thinkfunc_t,CUtlMemory<thinkfunc_t,int>>,10>::Restore
(CUtlVectorDataOps<CUtlVector<thinkfunc_t,CUtlMemory<thinkfunc_t,int>>,10> *this,
SaveRestoreFieldInfo_t *param_1,IRestore *param_2)
{
CUtlVector<thinkfunc_t,CUtlMemory<thinkfunc_t,int>> *this_00;
uint uVar1;
int iVar2;
int iVar3;
int iVar4;
undefined **ppuVar5;
undefined **local_74 [6];
undefined *local_5c [3];
undefined2 local_50;
undefined2 local_4e;
undefined1 *local_3c;
undefined4 local_38;
uVar1 = 0;
ppuVar5 = local_5c;
for (iVar2 = 0x10; iVar2 != 0; iVar2 = iVar2 + -1) {
*ppuVar5 = (undefined *)0x0;
ppuVar5 = ppuVar5 + 1;
}
local_5c[0] = (undefined *)0xa;
local_5c[1] = &DAT_00c1c557;
local_50 = 1;
local_4e = 2;
local_38 = 0xffffffff;
local_3c = thinkfunc_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<thinkfunc_t,CUtlMemory<thinkfunc_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<thinkfunc_t,CUtlMemory<thinkfunc_t,int>>::GrowVector(this_00,iVar2);
CUtlVector<thinkfunc_t,CUtlMemory<thinkfunc_t,int>>::ShiftElementsRight(this_00,0,iVar2);
local_38 = 0;
if (0 < iVar2) {
iVar3 = 0;
do {
iVar4 = iVar3 + 1;
(**(code **)(*(int *)param_2 + 8))(param_2,*(int *)this_00 + iVar3 * 0x14,local_74);
iVar3 = iVar4;
} while (iVar4 != iVar2);
return;
}
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.