CUtlSymbolDataOps::Restore
0x006d7410 · 132 bytes · __thiscall
_ZN17CUtlSymbolDataOps7RestoreERK22SaveRestoreFieldInfo_tP8IRestore
Decompiled
undefined (3 params)
/* CUtlSymbolDataOps::Restore(SaveRestoreFieldInfo_t const&, IRestore*) */
void __thiscall
CUtlSymbolDataOps::Restore
(CUtlSymbolDataOps *this,SaveRestoreFieldInfo_t *param_1,IRestore *param_2)
{
undefined2 *puVar1;
int in_GS_OFFSET;
char *pcVar2;
undefined4 uVar3;
undefined1 *puVar4;
undefined2 local_422;
undefined1 local_420 [1024];
int local_20;
puVar4 = local_420;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
puVar1 = *(undefined2 **)param_1;
(**(code **)(*(int *)param_2 + 0x4c))(param_2,puVar4,0x400,0);
pcVar2 = (char *)&local_422;
uVar3 = *(undefined4 *)(this + 4);
CUtlSymbolTable::AddString(pcVar2);
*puVar1 = local_422;
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail(pcVar2,uVar3,puVar4);
}
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.