CSave::DoWriteAll
0x004a7da0 · 99 bytes · __thiscall
_ZN5CSave10DoWriteAllEPKvP9datamap_tS3_
Decompiled
undefined (4 params)
/* CSave::DoWriteAll(void const*, datamap_t*, datamap_t*) */
void __thiscall CSave::DoWriteAll(CSave *this,void *param_1,datamap_t *param_2,datamap_t *param_3)
{
int iVar1;
if ((*(datamap_t **)(param_3 + 0xc) != (datamap_t *)0x0) &&
(iVar1 = DoWriteAll(this,param_1,param_2,*(datamap_t **)(param_3 + 0xc)), iVar1 == 0)) {
return;
}
(**(code **)(*(int *)this + 0x18))
(this,*(undefined4 *)(param_3 + 8),param_1,param_2,*(undefined4 *)param_3,
*(undefined4 *)(param_3 + 4));
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.