L L4D2node

CSave::WriteString

0x004a8300 · 151 bytes · __thiscall

_ZN5CSave11WriteStringEPKcPK8string_ti

Decompiled

undefined (4 params)

/* CSave::WriteString(char const*, string_t const*, int) */

void __thiscall CSave::WriteString(CSave *this,char *param_1,string_t *param_2,int param_3)

{
  string_t *psVar1;
  char *__s;
  size_t sVar2;
  int iVar3;
  
  if (param_3 < 1) {
    iVar3 = 0;
  }
  else {
    psVar1 = param_2 + param_3 * 4;
    iVar3 = 0;
    do {
      while (__s = *(char **)param_2, __s != (char *)0x0) {
        param_2 = param_2 + 4;
        sVar2 = strlen(__s);
        iVar3 = iVar3 + 1 + sVar2;
        if (param_2 == psVar1) goto LAB_004a8360;
      }
      param_2 = param_2 + 4;
      iVar3 = iVar3 + 1;
    } while (param_2 != psVar1);
  }
LAB_004a8360:
  WriteHeader(this,param_1,iVar3);
                    /* WARNING: Could not recover jumptable at 0x004a8391. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)this + 0x40))();
  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)