CPhysSaveRestoreBlockHandler::Save
0x00481ed0 · 263 bytes · __thiscall
_ZN28CPhysSaveRestoreBlockHandler4SaveEP5ISave
Decompiled
undefined (2 params)
/* CPhysSaveRestoreBlockHandler::Save(ISave*) */
void __thiscall
CPhysSaveRestoreBlockHandler::Save(CPhysSaveRestoreBlockHandler *this,ISave *param_1)
{
undefined4 *puVar1;
uint uVar2;
int iVar3;
undefined *puVar4;
int iVar5;
ISave *local_28;
int local_24;
undefined4 local_20;
*(undefined4 *)(this + 0x9c) = g_PhysWorldObject;
iVar5 = *(int *)(this + 0x18);
*(int *)(this + 0x98) = iVar5;
while (iVar5 != 0) {
puVar1 = *(undefined4 **)(this + 0xc);
uVar2 = puVar1[1];
if ((((uVar2 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar2 >> 0xc)) && (*(int *)(puVar4 + 4) != 0)) {
(**(code **)(*(int *)param_1 + 0x14))(param_1,puVar1,PhysObjectHeader_t::m_DataMap);
(**(code **)(*(int *)param_1 + 0x20))(param_1);
if (0 < (int)puVar1[3]) {
iVar5 = 0;
do {
(**(code **)(*(int *)param_1 + 0x20))(param_1);
iVar3 = *(int *)(puVar1[0xd] + iVar5 * 4);
if ((physenv != (int *)0x0) && (iVar3 != 0)) {
local_28 = param_1;
local_24 = iVar3;
local_20 = *puVar1;
(**(code **)(*physenv + 0xd0))(physenv,&local_28);
}
iVar5 = iVar5 + 1;
(**(code **)(*(int *)param_1 + 0x24))(param_1);
} while (iVar5 < (int)puVar1[3]);
}
(**(code **)(*(int *)param_1 + 0x24))(param_1);
}
CUtlPriorityQueue<CPhysSaveRestoreBlockHandler::QueuedItem_t,CDefUtlPriorityQueueLessFunc<CPhysSaveRestoreBlockHandler::QueuedItem_t>,CUtlMemory<CPhysSaveRestoreBlockHandler::QueuedItem_t,int>>
::RemoveAtHead((CUtlPriorityQueue<CPhysSaveRestoreBlockHandler::QueuedItem_t,CDefUtlPriorityQueueLessFunc<CPhysSaveRestoreBlockHandler::QueuedItem_t>,CUtlMemory<CPhysSaveRestoreBlockHandler::QueuedItem_t,int>>
*)(this + 0xc));
iVar5 = *(int *)(this + 0x18);
}
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.