CSave::EndBlock
0x004ab900 · 127 bytes · __thiscall
_ZN5CSave8EndBlockEv
Decompiled
undefined (1 param)
/* CSave::EndBlock() */
void __thiscall CSave::EndBlock(CSave *this)
{
int iVar1;
undefined4 uVar2;
short local_1e [7];
uVar2 = (**(code **)(*(int *)this + 0xc))(this);
iVar1 = *(int *)(*(int *)(this + 4) + (*(int *)(this + 0x10) + -1) * 4);
local_1e[0] = (short)uVar2 - (short)iVar1;
CUtlVector<int,CUtlMemory<int,int>>::ShiftElementsLeft
((CUtlVector<int,CUtlMemory<int,int>> *)(this + 4),*(int *)(this + 0x10) + -1,1);
*(int *)(this + 0x10) = *(int *)(this + 0x10) + -1;
(**(code **)(*(int *)this + 0x10))(this,iVar1 + -4);
BufferData(this,(char *)local_1e,2);
(**(code **)(*(int *)this + 0x10))(this,uVar2);
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.