L L4D2node

CSave::WriteBasicField

0x004a7b50 · 524 bytes · __thiscall

_ZN5CSave15WriteBasicFieldEPKcPvP9datamap_tP17typedescription_t

Decompiled

undefined (5 params)

/* CSave::WriteBasicField(char const*, void*, datamap_t*, typedescription_t*) */

undefined4 __thiscall
CSave::WriteBasicField
          (CSave *this,char *param_1,void *param_2,datamap_t *param_3,typedescription_t *param_4)

{
  int iVar1;
  undefined4 uVar2;
  uint uVar3;
  void *local_28;
  int local_24;
  typedescription_t *local_20;
  
  switch(*(undefined4 *)param_4) {
  default:
    Warning("Bad field type\n");
    uVar2 = 0;
    break;
  case 1:
    (**(code **)(*(int *)this + 0x60))
              (this,*(undefined4 *)(param_4 + 4),param_2,*(undefined2 *)(param_4 + 0xc));
    uVar2 = 1;
    break;
  case 2:
    (**(code **)(*(int *)this + 0x6c))
              (this,*(undefined4 *)(param_4 + 4),param_2,*(undefined2 *)(param_4 + 0xc));
    uVar2 = 1;
    break;
  case 3:
    (**(code **)(*(int *)this + 0x74))
              (this,*(undefined4 *)(param_4 + 4),param_2,*(undefined2 *)(param_4 + 0xc));
    uVar2 = 1;
    break;
  case 4:
    (**(code **)(*(int *)this + 0x7c))
              (this,*(undefined4 *)(param_4 + 4),param_2,*(undefined2 *)(param_4 + 0xc));
    uVar2 = 1;
    break;
  case 5:
    (**(code **)(*(int *)this + 0x58))
              (this,*(undefined4 *)(param_4 + 4),param_2,*(undefined2 *)(param_4 + 0xc));
    uVar2 = 1;
    break;
  case 6:
    (**(code **)(*(int *)this + 0x5c))
              (this,*(undefined4 *)(param_4 + 4),param_2,*(undefined2 *)(param_4 + 0xc));
    uVar2 = 1;
    break;
  case 7:
    iVar1 = *(int *)this;
    uVar3 = (uint)*(ushort *)(param_4 + 0xc) * 2;
    goto LAB_004a7c8c;
  case 8:
    iVar1 = *(int *)this;
    uVar3 = (uint)*(ushort *)(param_4 + 0xc);
    goto LAB_004a7c8c;
  case 9:
    iVar1 = *(int *)this;
    uVar3 = (uint)*(ushort *)(param_4 + 0xc) << 2;
LAB_004a7c8c:
    (**(code **)(iVar1 + 100))(this,*(undefined4 *)(param_4 + 4),uVar3,param_2);
    return 1;
  case 10:
    uVar3 = (uint)*(ushort *)(param_4 + 0xc);
    if (((byte)param_4[0xe] & 0x40) != 0) {
      param_2 = *(void **)param_2;
    }
    (**(code **)(*(int *)this + 0x1c))(this,*(undefined4 *)(param_4 + 4));
    while (uVar3 = uVar3 - 1, uVar3 != 0xffffffff) {
      (**(code **)(*(int *)this + 0x14))(this,param_2,*(undefined4 *)(param_4 + 0x20));
      param_2 = (void *)((int)param_2 + *(int *)(param_4 + 0x24));
    }
    goto LAB_004a7d66;
  case 0xb:
    (**(code **)(*(int *)this + 0x1c))(this,*(undefined4 *)(param_4 + 4));
    local_20 = param_4;
    local_28 = param_2;
    local_24 = (int)param_2 - *(int *)(param_4 + 8);
    (**(code **)**(undefined4 **)(param_4 + 0x14))(*(undefined4 **)(param_4 + 0x14),&local_28,this);
LAB_004a7d66:
    (**(code **)(*(int *)this + 0x24))(this);
    return 1;
  case 0x1d:
    uVar2 = 1;
  }
  return uVar2;
}

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)