L L4D2node

CActivityDataOps::IsEmpty

0x003f7650 · 17 bytes · __thiscall

_ZN16CActivityDataOps7IsEmptyERK22SaveRestoreFieldInfo_t

Decompiled

undefined (2 params)

/* CActivityDataOps::IsEmpty(SaveRestoreFieldInfo_t const&) */

undefined4 __thiscall
CActivityDataOps::IsEmpty(CActivityDataOps *this,SaveRestoreFieldInfo_t *param_1)

{
  return CONCAT31((int3)((uint)**(int **)param_1 >> 8),**(int **)param_1 == 0);
}

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)