L L4D2node

CSave::WriteFields

0x004a90c0 · 280 bytes · __thiscall

_ZN5CSave11WriteFieldsEPKcPKvP9datamap_tP17typedescription_ti

Decompiled

undefined (6 params)

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

undefined4 __thiscall
CSave::WriteFields(CSave *this,char *param_1,void *param_2,datamap_t *param_3,
                  typedescription_t *param_4,int param_5)

{
  int iVar1;
  int iVar2;
  char cVar3;
  int iVar4;
  int iVar5;
  int iVar6;
  int local_20 [4];
  
  iVar5 = 0;
  local_20[0] = -1;
  iVar1 = *(int *)(*(int *)(this + 0x18) + 8);
  (**(code **)(*(int *)this + 0x58))(this,param_1,local_20,1);
  local_20[0] = 0;
  if (0 < param_5) {
    do {
      while( true ) {
        iVar2 = *(int *)(param_4 + 8);
        cVar3 = ShouldSaveField(this,(void *)((int)param_2 + iVar2),param_4);
        if (cVar3 == '\0') break;
        cVar3 = WriteField(this,param_1,(void *)((int)param_2 + iVar2),param_3,param_4);
        if (cVar3 == '\0') goto LAB_004a9174;
        local_20[0] = local_20[0] + 1;
        iVar5 = iVar5 + 1;
        param_4 = param_4 + 0x40;
        if (iVar5 == param_5) goto LAB_004a9174;
      }
      iVar5 = iVar5 + 1;
      param_4 = param_4 + 0x40;
    } while (iVar5 != param_5);
  }
LAB_004a9174:
  iVar5 = *(int *)(this + 0x18);
  iVar2 = *(int *)(iVar5 + 8);
  iVar6 = iVar2 - iVar1;
  iVar4 = iVar2;
  if (iVar6 <= iVar2) {
    iVar4 = iVar6;
  }
  *(int *)(iVar5 + 4) = *(int *)(iVar5 + 4) - iVar4;
  *(int *)(iVar5 + 8) = iVar2 - iVar4;
  (**(code **)(*(int *)this + 0x58))(this,param_1,local_20,1);
  iVar5 = *(int *)(this + 0x18);
  iVar6 = iVar6 + (iVar1 - *(int *)(iVar5 + 8));
  *(int *)(iVar5 + 4) = *(int *)(iVar5 + 4) + iVar6;
  *(int *)(iVar5 + 8) = iVar6 + *(int *)(iVar5 + 8);
  return 1;
}

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)