CActivityDataOps::Save
0x003f77a0 · 109 bytes · __thiscall
_ZN16CActivityDataOps4SaveERK22SaveRestoreFieldInfo_tP5ISave
Decompiled
undefined (3 params)
/* CActivityDataOps::Save(SaveRestoreFieldInfo_t const&, ISave*) */
void __thiscall
CActivityDataOps::Save(CActivityDataOps *this,SaveRestoreFieldInfo_t *param_1,ISave *param_2)
{
char *__s;
size_t sVar1;
uint local_10;
__s = (char *)ActivityList_NameForIndex(**(int **)param_1);
if (__s == (char *)0x0) {
__s = (char *)ActivityList_NameForIndex(0);
}
sVar1 = strlen(__s);
local_10 = sVar1 + 1 | 0x80800000;
(**(code **)(*(int *)param_2 + 0x2c))(param_2,&local_10,1);
(**(code **)(*(int *)param_2 + 0x3c))(param_2,__s);
return;
}
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.