SaveEntityOnTable
0x004aacf0 · 161 bytes · __cdecl
_Z17SaveEntityOnTableP11CBaseEntityP16CSaveRestoreDataRi
Decompiled
undefined (3 params)
/* SaveEntityOnTable(CBaseEntity*, CSaveRestoreData*, int&) */
void SaveEntityOnTable(CBaseEntity *param_1,CSaveRestoreData *param_2,int *param_3)
{
int iVar1;
int *piVar2;
int *piVar3;
int local_20 [4];
piVar3 = (int *)(*param_3 * 0x38 + *(int *)(param_2 + 0x578));
*piVar3 = *param_3;
iVar1 = (**(code **)(*(int *)param_1 + 0xdc))(param_1);
piVar3[1] = iVar1;
(**(code **)(*(int *)param_1 + 0x20))(local_20,param_1);
piVar3[3] = -1;
piVar3[0xd] = local_20[0];
if (*(int *)(param_1 + 0x30) == 0) {
iVar1 = 0;
}
else {
iVar1 = *(int *)(param_1 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
piVar3[2] = iVar1;
piVar2 = (int *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
iVar1 = *piVar2;
piVar3[7] = 0;
piVar3[5] = 0;
piVar3[6] = 0;
piVar3[8] = 0;
piVar3[4] = iVar1;
*param_3 = *param_3 + 1;
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.