L L4D2node

CSave::WriteTick

0x004a5de0 · 129 bytes · __thiscall

_ZN5CSave9WriteTickEPKii

Decompiled

undefined (3 params)

/* CSave::WriteTick(int const*, int) */

void __thiscall CSave::WriteTick(CSave *this,int *param_1,int param_2)

{
  float fVar1;
  float fVar2;
  int iVar3;
  int local_20 [4];
  
  fVar1 = *(float *)(*(int *)(this + 0x1c) + 0x528);
  fVar2 = *(float *)(gpGlobals + 0x1c);
  if (0 < param_2) {
    iVar3 = 0;
    do {
      if (param_1[iVar3] == -1) {
        local_20[0] = 0x7ffffffc;
      }
      else {
        local_20[0] = param_1[iVar3] - (int)(fVar1 / fVar2 + 0.5);
      }
      iVar3 = iVar3 + 1;
      (**(code **)(*(int *)this + 0x38))(this,local_20,4);
    } while (iVar3 != param_2);
  }
  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)