L L4D2node

CBaseGameStats::Event_PreSaveGameLoaded

0x004620b0 · 55 bytes · __thiscall

_ZN14CBaseGameStats23Event_PreSaveGameLoadedEPKcb

Decompiled

undefined (3 params)

/* CBaseGameStats::Event_PreSaveGameLoaded(char const*, bool) */

void __thiscall
CBaseGameStats::Event_PreSaveGameLoaded(CBaseGameStats *this,char *param_1,bool param_2)

{
  char *pcVar1;
  
  pcVar1 = "in-game";
  if (!param_2) {
    pcVar1 = "at console";
  }
  StatsLog(this,"CBaseGameStats::Event_PreSaveGameLoaded [%s] %s\n",param_1,pcVar1);
  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)