CBasePlayer::Restore
0x007bf820 · 554 bytes · __thiscall
_ZN11CBasePlayer7RestoreER8IRestore
Decompiled
undefined (2 params)
/* CBasePlayer::Restore(IRestore&) */
undefined4 __thiscall CBasePlayer::Restore(CBasePlayer *this,IRestore *param_1)
{
int iVar1;
int iVar2;
undefined4 uVar3;
undefined4 local_28;
undefined4 local_24;
float local_20;
iVar1 = CBaseCombatCharacter::Restore((CBaseCombatCharacter *)this,param_1);
uVar3 = 0;
if (iVar1 != 0) {
if (*(int *)(*(int *)(gpGlobals + 0x2c) + 0x51c) == 0) {
Msg("No Landmark:%s\n",*(int *)(gpGlobals + 0x2c) + 0x520);
iVar1 = (**(code **)(*(int *)this + 0x698))(this);
local_28 = *(undefined4 *)(iVar1 + 0x39c);
local_24 = *(undefined4 *)(iVar1 + 0x3a0);
local_20 = *(float *)(iVar1 + 0x3a4) + 1.0;
CBaseEntity::SetLocalOrigin((CBaseEntity *)this,(Vector *)&local_28);
CBaseEntity::SetLocalAngles((CBaseEntity *)this,(QAngle *)(iVar1 + 0x3a8));
}
local_28 = *(undefined4 *)(this + 0x1c84);
local_20 = 0.0;
local_24 = *(undefined4 *)(this + 0x1c88);
CBaseEntity::SetLocalAngles((CBaseEntity *)this,(QAngle *)&local_28);
*(undefined4 *)(this + 0x1c94) = 1;
*(undefined4 *)(this + 0x1c84) = local_28;
*(undefined4 *)(this + 0x1c88) = local_24;
*(float *)(this + 0x1c8c) = local_20;
CBaseCombatCharacter::SetBloodColor((CBaseCombatCharacter *)this,0);
*(uint *)(this + 0x1d20) = *(uint *)(this + 0x1d20) & 0xffffffef;
if (((byte)this[0x150] & 2) == 0) {
if (this[0x1a90] != (CBasePlayer)0x0) {
(**(code **)(*(int *)(this + 0x1a40) + 4))(this + 0x1a40,this + 0x1a90);
this[0x1a90] = (CBasePlayer)0x0;
}
iVar1 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
iVar2 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
UTIL_SetSize((CBaseEntity *)this,(Vector *)(iVar2 + 0xc),(Vector *)(iVar1 + 0x18));
}
else {
FixPlayerCrouchStuck(this);
iVar1 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
iVar2 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
UTIL_SetSize((CBaseEntity *)this,(Vector *)(iVar2 + 0x24),(Vector *)(iVar1 + 0x30));
if (this[0x1a90] != (CBasePlayer)0x1) {
(**(code **)(*(int *)(this + 0x1a40) + 4))(this + 0x1a40,this + 0x1a90);
this[0x1a90] = (CBasePlayer)0x1;
}
}
(**(code **)(*(int *)this + 0x744))(this,this + 0x2e0,this + 0x274);
uVar3 = 1;
}
return uVar3;
}
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.