L L4D2node

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 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)