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 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.