CDebugHistory::Restore
0x0068c960 · 262 bytes · __thiscall
_ZN13CDebugHistory7RestoreER8IRestore
Decompiled
undefined (2 params)
/* CDebugHistory::Restore(IRestore&) */
void __thiscall CDebugHistory::Restore(CDebugHistory *this,IRestore *param_1)
{
int iVar1;
int iVar2;
int iVar3;
CDebugHistory *pCVar4;
ClearHistories(this);
iVar1 = (**(code **)(*(int *)param_1 + 0x3c))(param_1);
if (iVar1 < 5) {
pCVar4 = this + 0x440;
if (5 < iVar1) {
iVar1 = 5;
}
iVar3 = 0;
if (0 < iVar1) {
do {
iVar2 = (**(code **)(*(int *)param_1 + 0x3c))(param_1);
*(CDebugHistory **)(this + iVar3 * 4 + 0x138c40) = pCVar4 + iVar2;
iVar3 = iVar3 + 1;
(**(code **)(*(int *)param_1 + 0x48))(param_1,pCVar4,0x3e800,0);
pCVar4 = pCVar4 + 0x3e800;
} while (iVar3 != iVar1);
}
}
else {
iVar1 = (**(code **)(*(int *)param_1 + 0x3c))(param_1);
if (5 < iVar1) {
iVar1 = 5;
}
if (0 < iVar1) {
iVar3 = 0;
pCVar4 = this + 0x440;
do {
iVar2 = (**(code **)(*(int *)param_1 + 0x3c))(param_1);
*(CDebugHistory **)(this + iVar3 * 4 + 0x138c40) = pCVar4 + iVar2;
iVar3 = iVar3 + 1;
(**(code **)(*(int *)param_1 + 0x48))(param_1,pCVar4,0x3e800,0);
pCVar4 = pCVar4 + 0x3e800;
} while (iVar3 != iVar1);
}
}
CBaseEntity::Restore((CBaseEntity *)this,param_1);
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.