CXboxSystem::GameHasSavegames
0x0023ff00 · 101 bytes · __cdecl
_ZN11CXboxSystem16GameHasSavegamesEv
Decompiled
undefined (0 params)
/* CXboxSystem::GameHasSavegames() */
undefined1 CXboxSystem::GameHasSavegames(void)
{
char *pcVar1;
int iVar2;
pcVar1 = DAT_003a1540;
if (GameHasSavegames()::s_bInitialized == '\0') {
iVar2 = _V_stricmp(DAT_003a1540,"left4dead2");
if ((iVar2 == 0) || (iVar2 = _V_stricmp(pcVar1,"tf"), iVar2 == 0)) {
GameHasSavegames()::s_bHasSavegames = 0;
}
GameHasSavegames()::s_bInitialized = 1;
return GameHasSavegames()::s_bHasSavegames;
}
return GameHasSavegames()::s_bHasSavegames;
}
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.