CSave::CSave
0x004a74f0 · 118 bytes · __thiscall
_ZN5CSaveC1EP16CSaveRestoreData
Decompiled
undefined (2 params)
/* CSave::CSave(CSaveRestoreData*) */
void __thiscall CSave::CSave(CSave *this,CSaveRestoreData *param_1)
{
CSave CVar1;
void *pvVar2;
CSaveRestoreData *pCVar3;
pCVar3 = (CSaveRestoreData *)0x0;
if (param_1 != (CSaveRestoreData *)0x0) {
pCVar3 = param_1 + 0x18;
}
*(undefined4 *)(this + 8) = 0;
*(undefined ***)this = &PTR_StartLogging_00c1cf28;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 0xc) = 0;
*(undefined4 *)(this + 0x10) = 0;
*(undefined4 *)(this + 0x14) = 0;
*(CSaveRestoreData **)(this + 0x18) = param_1;
*(CSaveRestoreData **)(this + 0x1c) = pCVar3;
CVar1 = *(CSave *)(param_1 + 0x59c);
*(undefined4 *)(this + 8) = 0x20;
this[0x24] = CVar1;
pvVar2 = malloc(0x80);
*(undefined4 *)(this + 0x20) = 0;
*(void **)(this + 4) = pvVar2;
*(void **)(this + 0x14) = pvVar2;
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.