CUtlVectorDataOps<CUtlVector<CHandle<CSceneListManager>,CUtlMemory<CHandle<CSceneListManager>,int>>,13>::Restore
0x0081c0d0 · 283 bytes · __thiscall
_ZN17CUtlVectorDataOpsI10CUtlVectorI7CHandleI17CSceneListManagerE10CUtlMemoryIS3_iEELi13EE7RestoreERK22SaveRestoreFieldInfo_tP8IRestore
Decompiled
undefined (3 params)
/* CUtlVectorDataOps<CUtlVector<CHandle<CSceneListManager>, CUtlMemory<CHandle<CSceneListManager>,
int> >, 13>::Restore(SaveRestoreFieldInfo_t const&, IRestore*) */
void __thiscall
CUtlVectorDataOps<CUtlVector<CHandle<CSceneListManager>,CUtlMemory<CHandle<CSceneListManager>,int>>,13>
::Restore(CUtlVectorDataOps<CUtlVector<CHandle<CSceneListManager>,CUtlMemory<CHandle<CSceneListManager>,int>>,13>
*this,SaveRestoreFieldInfo_t *param_1,IRestore *param_2)
{
undefined4 *puVar1;
CUtlVector<CHandle<CSceneListManager>,CUtlMemory<CHandle<CSceneListManager>,int>> *this_00;
uint uVar2;
int iVar3;
int iVar4;
undefined **ppuVar5;
undefined **local_74 [6];
undefined *local_5c [3];
undefined2 local_50;
undefined2 local_4e;
int local_38;
uVar2 = 0;
ppuVar5 = local_5c;
for (iVar3 = 0x10; iVar3 != 0; iVar3 = iVar3 + -1) {
*ppuVar5 = (undefined *)0x0;
ppuVar5 = ppuVar5 + 1;
}
local_5c[0] = (undefined *)0xd;
local_5c[1] = &DAT_00c1c557;
local_50 = 1;
local_4e = 2;
local_38 = 0xffffffff;
do {
*(undefined4 *)((int)local_74 + uVar2) = 0;
uVar2 = uVar2 + 4;
} while (uVar2 < 0x18);
local_74[1] = (undefined **)0x1;
local_74[2] = (undefined **)&DAT_00c1c55d;
this_00 = *(CUtlVector<CHandle<CSceneListManager>,CUtlMemory<CHandle<CSceneListManager>,int>> **)
param_1;
local_74[0] = local_5c;
iVar3 = (**(code **)(*(int *)param_2 + 0x3c))(param_2);
*(undefined4 *)(this_00 + 0xc) = 0;
if (iVar3 == 0) {
return;
}
CUtlVector<CHandle<CSceneListManager>,CUtlMemory<CHandle<CSceneListManager>,int>>::GrowVector
(this_00,iVar3);
CUtlVector<CHandle<CSceneListManager>,CUtlMemory<CHandle<CSceneListManager>,int>>::
ShiftElementsRight(this_00,0,iVar3);
if (0 < iVar3) {
iVar4 = 0;
do {
puVar1 = (undefined4 *)(*(int *)this_00 + iVar4 * 4);
if (puVar1 != (undefined4 *)0x0) {
*puVar1 = 0xffffffff;
}
iVar4 = iVar4 + 1;
} while (iVar4 != iVar3);
}
local_38 = iVar3 * 4;
local_50 = (undefined2)iVar3;
(**(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.