CPhysObjSaveRestoreOps::IsEmpty
0x00481a40 · 53 bytes · __thiscall
_ZN22CPhysObjSaveRestoreOps7IsEmptyERK22SaveRestoreFieldInfo_t
Decompiled
undefined (2 params)
/* CPhysObjSaveRestoreOps::IsEmpty(SaveRestoreFieldInfo_t const&) */
undefined4 __thiscall
CPhysObjSaveRestoreOps::IsEmpty(CPhysObjSaveRestoreOps *this,SaveRestoreFieldInfo_t *param_1)
{
int iVar1;
if (*(ushort *)(*(int *)(param_1 + 8) + 0xc) == 0) {
return 1;
}
if (**(int **)param_1 == 0) {
iVar1 = 0;
do {
iVar1 = iVar1 + 1;
if ((int)(uint)*(ushort *)(*(int *)(param_1 + 8) + 0xc) <= iVar1) {
return 1;
}
} while ((*(int **)param_1)[iVar1] == 0);
}
return 0;
}
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.