L L4D2node

CSave::WriteEdictPtr

0x004a8ab0 · 120 bytes · __thiscall

_ZN5CSave13WriteEdictPtrEPKcPP7edict_ti

Decompiled

undefined (4 params)

/* CSave::WriteEdictPtr(char const*, edict_t**, int) */

void __thiscall CSave::WriteEdictPtr(CSave *this,char *param_1,edict_t **param_2,int param_3)

{
  undefined4 uVar1;
  int iVar2;
  undefined4 local_101c [1027];
  
  if (0 < param_3) {
    iVar2 = 0;
    do {
      uVar1 = EntityIndex(this,param_2[iVar2]);
      local_101c[iVar2] = uVar1;
      iVar2 = iVar2 + 1;
      if (0x3ff < iVar2) break;
    } while (iVar2 < param_3);
  }
  (**(code **)(*(int *)this + 0x58))(this,param_1,local_101c,param_3);
  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)