L L4D2node

CAchievementSaveRestoreBlockHandler::Save

0x003ed1a0 · 434 bytes · __thiscall

_ZN35CAchievementSaveRestoreBlockHandler4SaveEP5ISave

Decompiled

undefined (2 params)

/* CAchievementSaveRestoreBlockHandler::Save(ISave*) */

void __thiscall
CAchievementSaveRestoreBlockHandler::Save(CAchievementSaveRestoreBlockHandler *this,ISave *param_1)

{
  code *pcVar1;
  char cVar2;
  int iVar3;
  int *piVar4;
  int *piVar5;
  undefined4 uVar6;
  int iVar7;
  short local_20;
  undefined2 local_1e [7];
  
  iVar3 = (**(code **)(*engine + 0x1a4))(engine);
  if (iVar3 != 0) {
    piVar4 = (int *)__dynamic_cast(iVar3,&IAchievementMgr::typeinfo,&CAchievementMgr::typeinfo,0x1c)
    ;
    if (piVar4 != (int *)0x0) {
      (**(code **)(*piVar4 + 100))(piVar4);
      (**(code **)(*(int *)param_1 + 0x1c))(param_1,"Achievements");
      iVar3 = (**(code **)(*piVar4 + 0x5c))(piVar4,0);
      local_20 = 0;
      if (iVar3 < 1) {
        (**(code **)(*(int *)param_1 + 0x28))(param_1,&local_20,1);
      }
      else {
        iVar7 = 0;
        do {
          piVar5 = (int *)(**(code **)(*piVar4 + 0x50))(piVar4,iVar7,0);
          cVar2 = (**(code **)(*piVar5 + 0x20))(piVar5);
          if (cVar2 != '\0') {
            local_20 = local_20 + 1;
          }
          iVar7 = iVar7 + 1;
        } while (iVar7 != iVar3);
        (**(code **)(*(int *)param_1 + 0x28))(param_1,&local_20,1);
        iVar7 = 0;
        do {
          piVar5 = (int *)(**(code **)(*piVar4 + 0x50))(piVar4,iVar7,0);
          cVar2 = (**(code **)(*piVar5 + 0x20))(piVar5);
          if (cVar2 != '\0') {
            piVar5 = (int *)__dynamic_cast(piVar5,&IAchievement::typeinfo,
                                           &CBaseAchievement::typeinfo,0xc);
            if (piVar5 != (int *)0x0) {
              local_1e[0] = (**(code **)(*piVar5 + 0x1c))(piVar5);
              (**(code **)(*(int *)param_1 + 0x28))(param_1,local_1e,1);
              pcVar1 = *(code **)(*(int *)param_1 + 0x14);
              uVar6 = (**(code **)(*piVar5 + 0xb0))(piVar5);
              (*pcVar1)(param_1,piVar5,uVar6);
            }
          }
          iVar7 = iVar7 + 1;
        } while (iVar7 != iVar3);
      }
      (**(code **)(*(int *)param_1 + 0x24))(param_1);
    }
  }
  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)