L L4D2node

CSave::StartBlock

0x004ab860 · 75 bytes · __thiscall

_ZN5CSave10StartBlockEPKc

Decompiled

undefined (2 params)

/* CSave::StartBlock(char const*) */

void __thiscall CSave::StartBlock(CSave *this,char *param_1)

{
  int local_10 [2];
  
  WriteHeader(this,param_1,0);
  local_10[0] = (**(code **)(*(int *)this + 0xc))(this);
  CUtlVector<int,CUtlMemory<int,int>>::InsertBefore
            ((CUtlVector<int,CUtlMemory<int,int>> *)(this + 4),*(int *)(this + 0x10),local_10);
  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)