L L4D2node

CEntitySaveRestoreBlockHandler::PreSave

0x004ac370 · 137 bytes · __thiscall

_ZN30CEntitySaveRestoreBlockHandler7PreSaveEP16CSaveRestoreData

Decompiled

undefined (2 params)

/* CEntitySaveRestoreBlockHandler::PreSave(CSaveRestoreData*) */

void __thiscall
CEntitySaveRestoreBlockHandler::PreSave
          (CEntitySaveRestoreBlockHandler *this,CSaveRestoreData *param_1)

{
  int *piVar1;
  undefined4 uVar2;
  CBaseEntity *pCVar3;
  
  piVar1 = mdlcache;
  (**(code **)(*mdlcache + 0x68))(mdlcache);
                    /* try { // try from 004ac395 to 004ac3ee has its CatchHandler @ 004ac400 */
  IGameSystem::OnSaveAllSystems();
  uVar2 = (**(code **)(*physics + 0x20))(physics);
  *(undefined4 *)(this + 8) = uVar2;
  pCVar3 = (CBaseEntity *)0x0;
  while( true ) {
    pCVar3 = (CBaseEntity *)CGlobalEntityList::NextEnt((CGlobalEntityList *)gEntList,pCVar3);
    if (pCVar3 == (CBaseEntity *)0x0) break;
    (**(code **)(*(int *)pCVar3 + 0xd0))(pCVar3,this + 4);
  }
  SaveInitEntities(this,param_1);
                    /* WARNING: Could not recover jumptable at 0x004ac3fe. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*piVar1 + 0x6c))();
  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)