L L4D2node

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 into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)