CVariantSaveDataOps::Restore
0x0063ebf0 · 449 bytes · __thiscall
_ZN19CVariantSaveDataOps7RestoreERK22SaveRestoreFieldInfo_tP8IRestore
Decompiled
undefined (3 params)
/* CVariantSaveDataOps::Restore(SaveRestoreFieldInfo_t const&, IRestore*) */
void __thiscall
CVariantSaveDataOps::Restore
(CVariantSaveDataOps *this,SaveRestoreFieldInfo_t *param_1,IRestore *param_2)
{
undefined4 *puVar1;
undefined4 uVar2;
int iVar3;
undefined1 *puVar4;
undefined4 local_28;
undefined4 local_24;
undefined4 local_20;
puVar1 = *(undefined4 **)param_1;
*puVar1 = 0;
puVar1[3] = 0xffffffff;
puVar1[4] = 0;
uVar2 = (**(code **)(*(int *)param_2 + 0x3c))(param_2);
puVar1[4] = uVar2;
switch(uVar2) {
case 0:
goto switchD_0063ec29_caseD_0;
case 1:
iVar3 = *(int *)param_2;
puVar4 = variant_t::m_SaveFloat;
break;
case 2:
iVar3 = *(int *)param_2;
puVar4 = variant_t::m_SaveString;
break;
case 3:
(**(code **)(*(int *)param_2 + 0xc))
(param_2,*(undefined4 *)(*(int *)(param_1 + 8) + 4),&local_28,0,
variant_t::m_SaveVector,1);
*puVar1 = local_28;
puVar1[1] = local_24;
puVar1[4] = 3;
puVar1[2] = local_20;
return;
default:
Warning("Bad type %d in saved variant_t\n",uVar2);
return;
case 5:
iVar3 = *(int *)param_2;
puVar4 = variant_t::m_SaveInt;
break;
case 6:
iVar3 = *(int *)param_2;
puVar4 = variant_t::m_SaveBool;
break;
case 9:
iVar3 = *(int *)param_2;
puVar4 = variant_t::m_SaveColor;
break;
case 0xd:
iVar3 = *(int *)param_2;
puVar4 = variant_t::m_SaveEHandle;
break;
case 0xf:
(**(code **)(*(int *)param_2 + 0xc))
(param_2,*(undefined4 *)(*(int *)(param_1 + 8) + 4),&local_28,0,
variant_t::m_SavePositionVector,1);
*puVar1 = local_28;
puVar1[1] = local_24;
puVar1[4] = 0xf;
puVar1[2] = local_20;
return;
}
(**(code **)(iVar3 + 0xc))(param_2,*(undefined4 *)(*(int *)(param_1 + 8) + 4),puVar1,0,puVar4,1);
switchD_0063ec29_caseD_0:
return;
}
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.