CTemplate_SaveRestoreBlockHandler::Restore
0x0083de90 · 350 bytes · __regparm3
_ZN33CTemplate_SaveRestoreBlockHandler7RestoreEP8IRestoreb.part.36
Decompiled
undefined (2 params)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* CTemplate_SaveRestoreBlockHandler::Restore(IRestore*, bool) [clone .part.36] */
void __regparm3 CTemplate_SaveRestoreBlockHandler::Restore(IRestore *param_1,bool param_2)
{
size_t __size;
TemplateEntityData_t *pTVar1;
TemplateEntityData_t *pTVar2;
short sVar3;
char *pcVar4;
void *pvVar5;
int iVar6;
int in_GS_OFFSET;
TemplateEntityData_t *local_824;
char local_820 [2048];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
Templates_RemoveAll();
DAT_00ffa750 = 0;
CUtlMemory<TemplateEntityData_t*,int>::Purge
((CUtlMemory<TemplateEntityData_t*,int> *)&g_Templates);
_DAT_00ffa754 = g_Templates;
g_iCurrentTemplateInstance = (**(code **)(*(int *)param_1 + 0x3c))(param_1);
sVar3 = (**(code **)(*(int *)param_1 + 0x30))(param_1);
iVar6 = sVar3 + -1;
if (sVar3 != 0) {
do {
iVar6 = iVar6 + -1;
local_824 = malloc(0x1c);
(**(code **)(*(int *)param_1 + 8))(param_1,local_824,TemplateEntityData_t::m_DataMap);
(**(code **)(*(int *)param_1 + 0x4c))(param_1,local_820,0x800,0);
pTVar1 = local_824;
pcVar4 = strdup(local_820);
pTVar2 = local_824;
*(char **)pTVar1 = pcVar4;
__size = *(size_t *)(local_824 + 0xc);
pvVar5 = malloc(__size);
*(void **)(pTVar2 + 4) = pvVar5;
(**(code **)(*(int *)param_1 + 0x4c))(param_1,pvVar5,__size,0);
*(undefined4 *)(local_824 + 0x14) = 0;
CUtlVector<TemplateEntityData_t*,CUtlMemory<TemplateEntityData_t*,int>>::InsertBefore
((CUtlVector<TemplateEntityData_t*,CUtlMemory<TemplateEntityData_t*,int>> *)
&g_Templates,DAT_00ffa750,&local_824);
} while (iVar6 != -1);
}
if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
return;
}
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.