CStringTableSaveRestoreOps::Restore
0x006cc9e0 · 149 bytes · __thiscall
_ZN26CStringTableSaveRestoreOps7RestoreERK22SaveRestoreFieldInfo_tP8IRestore
Decompiled
undefined (3 params)
/* CStringTableSaveRestoreOps::Restore(SaveRestoreFieldInfo_t const&, IRestore*) */
void __thiscall
CStringTableSaveRestoreOps::Restore
(CStringTableSaveRestoreOps *this,SaveRestoreFieldInfo_t *param_1,IRestore *param_2)
{
undefined4 *puVar1;
int iVar2;
code *pcVar3;
int *piVar4;
int iVar5;
int iVar6;
undefined4 uVar7;
int in_GS_OFFSET;
IRestore *apIStack_50 [2];
int aiStack_48 [6];
CStringTableSaveRestoreOps *local_30 [4];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
puVar1 = *(undefined4 **)param_1;
local_30[0] = this;
apIStack_50[1] = param_2;
apIStack_50[0] = (IRestore *)0x6cca0a;
iVar6 = (**(code **)(*(int *)param_2 + 0x3c))();
iVar5 = -((iVar6 + 0xfU & 0xfffffff0) + 0x10);
iVar2 = *(int *)param_2;
*(int *)((int)aiStack_48 + iVar5 + 8) = iVar6;
*(int *)((int)aiStack_48 + iVar5 + 4) = iVar6;
*(int *)((int)aiStack_48 + iVar5) = (int)local_30 + iVar5;
*(IRestore **)((int)aiStack_48 + iVar5 + -4) = param_2;
pcVar3 = *(code **)(iVar2 + 0x4c);
*(undefined4 *)((int)apIStack_50 + iVar5) = 0x6cca30;
(*pcVar3)();
piVar4 = *(int **)(local_30[0] + 4);
iVar2 = *piVar4;
*(undefined4 *)((int)aiStack_48 + iVar5 + 0xc) = 0;
*(undefined4 *)((int)aiStack_48 + iVar5 + 8) = 0xffffffff;
*(int *)((int)aiStack_48 + iVar5 + 4) = (int)local_30 + iVar5;
*(undefined4 *)((int)aiStack_48 + iVar5) = 1;
*(int **)((int)aiStack_48 + iVar5 + -4) = piVar4;
pcVar3 = *(code **)(iVar2 + 0x24);
*(undefined4 *)((int)apIStack_50 + iVar5) = 0x6cca5a;
uVar7 = (*pcVar3)();
*puVar1 = uVar7;
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
*(undefined **)((int)apIStack_50 + iVar5) = &UNK_006cca75;
__stack_chk_fail();
}
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.