L L4D2node

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 into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)