EndRestoreEntities
0x006cb300 · 287 bytes · unknown
_Z18EndRestoreEntitiesv
Decompiled
undefined (0 params)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* EndRestoreEntities() */
void EndRestoreEntities(void)
{
uint uVar1;
CBaseEntity *this;
int *piVar2;
int iVar3;
undefined *puVar4;
int iVar5;
int iVar6;
if (g_InRestore != '\0') {
iVar5 = DAT_00fe32c0 + -1;
iVar6 = iVar5 * 4;
if (-1 < iVar5) {
do {
while ((((uVar1 = *(uint *)(g_RestoredEntities + iVar6), uVar1 == 0xffffffff ||
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc
)) || (*(uint *)(puVar4 + 8) != uVar1 >> 0xc)) ||
((this = *(CBaseEntity **)(puVar4 + 4), this == (CBaseEntity *)0x0 ||
(iVar3 = CBaseEntity::IsDormant(this), piVar2 = mdlcache, iVar3 != 0))))) {
iVar5 = iVar5 + -1;
iVar6 = iVar6 + -4;
if (iVar5 == -1) goto LAB_006cb3b0;
}
(**(code **)(*mdlcache + 0x68))(mdlcache);
/* try { // try from 006cb394 to 006cb399 has its CatchHandler @ 006cb421 */
(**(code **)(*(int *)this + 0xd4))(this);
iVar5 = iVar5 + -1;
iVar6 = iVar6 + -4;
(**(code **)(*piVar2 + 0x6c))(piVar2);
} while (iVar5 != -1);
}
LAB_006cb3b0:
DAT_00fe32c0 = 0;
CUtlMemory<CHandle<CBaseEntity>,int>::Purge
((CUtlMemory<CHandle<CBaseEntity>,int> *)&g_RestoredEntities);
_DAT_00fe32c4 = g_RestoredEntities;
IGameSystem::OnRestoreAllSystems();
g_InRestore = '\0';
CGlobalEntityList::CleanupDeleteList();
CServerGameDLL::ServerActivate((edict_t *)g_ServerGameDLL,0,0);
CBaseEntity::SetAllowPrecache(false);
}
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.