CUtlVectorDataOps<CUtlVector<CBaseEntity*,CUtlMemory<CBaseEntity*,int>>,12>::Restore
0x007e1af0 · 230 bytes · __thiscall
_ZN17CUtlVectorDataOpsI10CUtlVectorIP11CBaseEntity10CUtlMemoryIS2_iEELi12EE7RestoreERK22SaveRestoreFieldInfo_tP8IRestore
Decompiled
undefined (3 params)
/* CUtlVectorDataOps<CUtlVector<CBaseEntity*, CUtlMemory<CBaseEntity*, int> >,
12>::Restore(SaveRestoreFieldInfo_t const&, IRestore*) */
void __thiscall
CUtlVectorDataOps<CUtlVector<CBaseEntity*,CUtlMemory<CBaseEntity*,int>>,12>::Restore
(CUtlVectorDataOps<CUtlVector<CBaseEntity*,CUtlMemory<CBaseEntity*,int>>,12> *this,
SaveRestoreFieldInfo_t *param_1,IRestore *param_2)
{
CUtlVector<CBaseEntity*,CUtlMemory<CBaseEntity*,int>> *this_00;
uint uVar1;
int iVar2;
undefined **ppuVar3;
undefined **local_74 [6];
undefined *local_5c [3];
undefined2 local_50;
undefined2 local_4e;
int local_38;
uVar1 = 0;
ppuVar3 = local_5c;
for (iVar2 = 0x10; iVar2 != 0; iVar2 = iVar2 + -1) {
*ppuVar3 = (undefined *)0x0;
ppuVar3 = ppuVar3 + 1;
}
local_5c[0] = (undefined *)0xc;
local_5c[1] = &DAT_00c1c557;
local_50 = 1;
local_4e = 2;
local_38 = 0xffffffff;
do {
*(undefined4 *)((int)local_74 + uVar1) = 0;
uVar1 = uVar1 + 4;
} while (uVar1 < 0x18);
local_74[1] = (undefined **)0x1;
local_74[2] = (undefined **)&DAT_00c1c55d;
this_00 = *(CUtlVector<CBaseEntity*,CUtlMemory<CBaseEntity*,int>> **)param_1;
local_74[0] = local_5c;
iVar2 = (**(code **)(*(int *)param_2 + 0x3c))(param_2);
*(undefined4 *)(this_00 + 0xc) = 0;
if (iVar2 != 0) {
CUtlVector<CBaseEntity*,CUtlMemory<CBaseEntity*,int>>::GrowVector(this_00,iVar2);
CUtlVector<CBaseEntity*,CUtlMemory<CBaseEntity*,int>>::ShiftElementsRight(this_00,0,iVar2);
local_50 = (undefined2)iVar2;
local_38 = iVar2 << 2;
(**(code **)(*(int *)param_2 + 0xc))
(param_2,&DAT_00c1c557,*(undefined4 *)this_00,local_74,local_5c,1);
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.