CBaseEntityOutput::Restore
0x0063be70 · 251 bytes · __thiscall
_ZN17CBaseEntityOutput7RestoreER8IRestorei
Decompiled
undefined (3 params)
/* CBaseEntityOutput::Restore(IRestore&, int) */
undefined4 __thiscall
CBaseEntityOutput::Restore(CBaseEntityOutput *this,IRestore *param_1,int param_2)
{
int iVar1;
CEventAction *this_00;
CEventAction *pCVar2;
int local_20;
iVar1 = (**(code **)(*(int *)param_1 + 0xc))(param_1,"Value",this,0,m_DataMap,DAT_00f2a8a0);
if (iVar1 == 0) {
return 0;
}
local_20 = 0;
*(undefined4 *)(this + 0x14) = 0;
pCVar2 = (CEventAction *)0x0;
if (0 < param_2) {
do {
this_00 = (CEventAction *)CUtlMemoryPool::Alloc((CUtlMemoryPool *)g_EntityListPool,0x1c);
/* try { // try from 0063bf19 to 0063bf1d has its CatchHandler @ 0063bf7d */
CEventAction::CEventAction(this_00,(char *)0x0);
iVar1 = (**(code **)(*(int *)param_1 + 0xc))
(param_1,"EntityOutput",this_00,0,CEventAction::m_DataMap,DAT_00f2a8b8);
if (iVar1 == 0) {
return 0;
}
if (pCVar2 == (CEventAction *)0x0) {
*(CEventAction **)(this + 0x14) = this_00;
}
else {
*(CEventAction **)(pCVar2 + 0x18) = this_00;
}
local_20 = local_20 + 1;
*(undefined4 *)(this_00 + 0x18) = 0;
pCVar2 = this_00;
} while (local_20 != param_2);
}
return 1;
}
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.