CServerGameDLL::CreateEntityTransitionList
0x006cc2c0 · 171 bytes · __thiscall
_ZN14CServerGameDLL26CreateEntityTransitionListEP16CSaveRestoreDatai
Decompiled
undefined (3 params)
/* CServerGameDLL::CreateEntityTransitionList(CSaveRestoreData*, int) */
int __thiscall
CServerGameDLL::CreateEntityTransitionList
(CServerGameDLL *this,CSaveRestoreData *param_1,int param_2)
{
code *pcVar1;
undefined4 uVar2;
int iVar3;
undefined4 uVar4;
int *piVar5;
undefined **local_44;
undefined4 local_40 [3];
undefined4 local_34;
undefined4 local_30;
CRestore::CRestore((CRestore *)&local_44,param_1);
/* try { // try from 006cc2de to 006cc339 has its CatchHandler @ 006cc36b */
uVar2 = CRestore::GetReadPos((CRestore *)&local_44);
iVar3 = ::CreateEntityTransitionList(param_1,param_2);
if (iVar3 != 0) {
pcVar1 = *(code **)(*(int *)g_pGameSaveRestoreBlockSet + 0x2c);
uVar4 = GetPhysSaveRestoreBlockHandler();
(*pcVar1)(g_pGameSaveRestoreBlockSet,uVar4,uVar2,(CRestore *)&local_44,0);
}
piVar5 = (int *)GetPhysSaveRestoreBlockHandler();
(**(code **)(*piVar5 + 0x20))(piVar5);
local_44 = &PTR_GetReadPos_00c1d008;
local_34 = 0;
CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)local_40);
local_30 = local_40[0];
CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)local_40);
return iVar3;
}
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.