L L4D2node

CSave::WriteGameField

0x004a8d70 · 699 bytes · __thiscall

_ZN5CSave14WriteGameFieldEPKcPvP9datamap_tP17typedescription_t

Decompiled

undefined (5 params)

/* CSave::WriteGameField(char const*, void*, datamap_t*, typedescription_t*) */

undefined4 __thiscall
CSave::WriteGameField
          (CSave *this,char *param_1,void *param_2,datamap_t *param_3,typedescription_t *param_4)

{
  undefined2 uVar1;
  char *pcVar2;
  int iVar3;
  undefined4 uVar4;
  char *local_20 [4];
  char *local_10;
  
  switch(*(undefined4 *)param_4) {
  case 0xc:
    (**(code **)(*(int *)this + 0xa4))
              (this,*(undefined4 *)(param_4 + 4),param_2,*(undefined2 *)(param_4 + 0xc));
    uVar4 = 1;
    break;
  case 0xd:
    (**(code **)(*(int *)this + 0xac))
              (this,*(undefined4 *)(param_4 + 4),param_2,*(undefined2 *)(param_4 + 0xc));
    uVar4 = 1;
    break;
  case 0xe:
    (**(code **)(*(int *)this + 0xa8))
              (this,*(undefined4 *)(param_4 + 4),param_2,*(undefined2 *)(param_4 + 0xc));
    uVar4 = 1;
    break;
  case 0xf:
    (**(code **)(*(int *)this + 0x8c))
              (this,*(undefined4 *)(param_4 + 4),param_2,*(undefined2 *)(param_4 + 0xc));
    uVar4 = 1;
    break;
  case 0x10:
    (**(code **)(*(int *)this + 0x80))
              (this,*(undefined4 *)(param_4 + 4),param_2,*(undefined2 *)(param_4 + 0xc));
    uVar4 = 1;
    break;
  case 0x11:
    (**(code **)(*(int *)this + 0x84))
              (this,*(undefined4 *)(param_4 + 4),param_2,*(undefined2 *)(param_4 + 0xc));
    uVar4 = 1;
    break;
  case 0x12:
  case 0x13:
    uVar1 = *(undefined2 *)(param_4 + 0xc);
    iVar3 = *(int *)this;
    goto LAB_004a8dcc;
  default:
    Warning("Bad field type\n");
    uVar4 = 0;
    break;
  case 0x15:
    (**(code **)(*(int *)this + 0x90))
              (this,param_3,*(undefined4 *)(param_4 + 4),param_2,*(undefined2 *)(param_4 + 0xc));
    uVar4 = 1;
    break;
  case 0x16:
    WriteVMatrix(this,*(char **)(param_4 + 4),param_2,(uint)*(ushort *)(param_4 + 0xc));
    uVar4 = 1;
    break;
  case 0x17:
    WriteVMatrixWorldspace(this,*(char **)(param_4 + 4),param_2,(uint)*(ushort *)(param_4 + 0xc));
    uVar4 = 1;
    break;
  case 0x18:
    WriteMatrix3x4Worldspace(this,*(char **)(param_4 + 4),param_2,(uint)*(ushort *)(param_4 + 0xc));
    uVar4 = 1;
    break;
  case 0x19:
    WriteInterval(this,*(char **)(param_4 + 4),param_2,(uint)*(ushort *)(param_4 + 0xc));
    uVar4 = 1;
    break;
  case 0x1a:
    local_10 = (char *)0x0;
    iVar3 = (**(code **)(*modelinfo + 8))(modelinfo,*(undefined4 *)param_2);
    if (iVar3 != 0) {
      (**(code **)(*modelinfo + 0x10))(modelinfo,iVar3);
      AllocPooledString((char *)local_20);
      local_10 = local_20[0];
    }
    goto LAB_004a8dbb;
  case 0x1b:
    local_10 = (char *)0x0;
    pcVar2 = (char *)GetMaterialNameFromIndex(*(int *)param_2);
    if ((pcVar2 != (char *)0x0) && (local_10 = (char *)0x0, *pcVar2 != '\0')) {
      local_10 = pcVar2;
    }
LAB_004a8dbb:
    uVar1 = *(undefined2 *)(param_4 + 0xc);
    iVar3 = *(int *)this;
    param_2 = &local_10;
LAB_004a8dcc:
    (**(code **)(iVar3 + 0x6c))(this,*(undefined4 *)(param_4 + 4),param_2,uVar1);
    uVar4 = 1;
  }
  return uVar4;
}

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)