L L4D2node

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 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)