L L4D2node

CBaseGameStats_Driver::OnSave

0x004613d0 · 19 bytes · __cdecl

_ZN21CBaseGameStats_Driver6OnSaveEv

Decompiled

undefined (0 params)

/* CBaseGameStats_Driver::OnSave() */

void CBaseGameStats_Driver::OnSave(void)

{
  undefined *puStack00000004;
  
  puStack00000004 = gamestats;
                    /* WARNING: Could not recover jumptable at 0x004613e1. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)gamestats + 0x24))();
  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)