L L4D2node

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 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)