L L4D2node

CEntitySaveRestoreBlockHandler::WriteSaveHeaders

0x004a6140 · 164 bytes · __thiscall

_ZN30CEntitySaveRestoreBlockHandler16WriteSaveHeadersEP5ISave

Decompiled

undefined (2 params)

/* CEntitySaveRestoreBlockHandler::WriteSaveHeaders(ISave*) */

void __thiscall
CEntitySaveRestoreBlockHandler::WriteSaveHeaders
          (CEntitySaveRestoreBlockHandler *this,ISave *param_1)

{
  int iVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  undefined4 local_20 [4];
  
  iVar3 = 0;
  iVar1 = (**(code **)(*(int *)param_1 + 0xbc))(param_1);
  local_20[0] = *(undefined4 *)(iVar1 + 0x55c);
  (**(code **)(*(int *)param_1 + 0x2c))(param_1,local_20,1);
  if (0 < *(int *)(iVar1 + 0x55c)) {
    iVar4 = 0;
    do {
      iVar3 = iVar3 + 1;
      iVar2 = *(int *)(iVar1 + 0x560) + iVar4;
      iVar4 = iVar4 + 0x38;
      (**(code **)(*(int *)param_1 + 0x18))
                (param_1,"ETABLE",iVar2,0,entitytable_t::m_DataMap,DAT_00f18ee4);
    } while (iVar3 < *(int *)(iVar1 + 0x55c));
  }
  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)