L L4D2node

CSave::SetWritePos

0x004a5c80 · 31 bytes · __thiscall

_ZN5CSave11SetWritePosEi

Decompiled

undefined (2 params)

/* CSave::SetWritePos(int) */

void __thiscall CSave::SetWritePos(CSave *this,int param_1)

{
  int *piVar1;
  
  piVar1 = *(int **)(this + 0x18);
  if ((-1 < param_1) && (param_1 < piVar1[3])) {
    piVar1[2] = param_1;
    piVar1[1] = param_1 + *piVar1;
  }
  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)