CSave::BufferData
0x004a7e10 · 89 bytes · __thiscall
_ZN5CSave10BufferDataEPKci
Decompiled
undefined (3 params)
/* CSave::BufferData(char const*, int) */
void __thiscall CSave::BufferData(CSave *this,char *param_1,int param_2)
{
int iVar1;
iVar1 = *(int *)(this + 0x18);
if (iVar1 != 0) {
if (*(int *)(iVar1 + 0xc) - *(int *)(iVar1 + 8) < param_2) {
*(int *)(iVar1 + 8) = *(int *)(iVar1 + 0xc);
Warning();
return;
}
memcpy(*(void **)(iVar1 + 4),param_1,param_2);
*(int *)(iVar1 + 4) = *(int *)(iVar1 + 4) + param_2;
*(int *)(iVar1 + 8) = *(int *)(iVar1 + 8) + param_2;
}
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.