L L4D2node

SharedVar_Save<CHandle<CBaseEntity>>

0x003de290 · 64 bytes · __cdecl

_Z14SharedVar_SaveI7CHandleI11CBaseEntityEEvP5ISavePT_i

Decompiled

void (3 params)

/* void SharedVar_Save<CHandle<CBaseEntity> >(ISave*, CHandle<CBaseEntity>*, int) */

void SharedVar_Save<CHandle<CBaseEntity>>(ISave *param_1,CHandle *param_2,int param_3)

{
  (**(code **)(*(int *)param_1 + 0x2c))(param_1,&param_3,1);
  (**(code **)(*(int *)param_1 + 0xb8))(param_1,param_2,param_3);
  return;
}

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)