L L4D2node

SaveInit

0x004ac420 · 456 bytes · __cdecl

_Z8SaveIniti

Decompiled

undefined (1 param)

/* SaveInit(int) */

int * SaveInit(int param_1)

{
  int iVar1;
  int *piVar2;
  int *piVar3;
  void *__s;
  int iVar4;
  byte bVar5;
  
  bVar5 = 0;
  iVar4 = param_1 + 0x5a0;
  if (param_1 < 1) {
    iVar4 = 0x3005a0;
    param_1 = 0x300000;
  }
  iVar1 = CGlobalEntityList::NumberOfEntities((CGlobalEntityList *)gEntList);
  piVar2 = (int *)(**(code **)(*engine + 0x68))(engine,iVar4 + iVar1 * 0x38,1);
  piVar3 = (int *)0x0;
  if (piVar2 != (int *)0x0) {
    do {
      *(undefined4 *)((int)piVar2 + (int)piVar3) = 0;
      piVar3 = piVar3 + 1;
    } while (piVar3 < (int *)0x18);
    piVar2[0x15d] = 0;
    piVar2[0x15e] = 0;
    piVar2[0x15f] = 0;
    CUtlHash<CGameSaveRestoreInfo::CHashElement,CGameSaveRestoreInfo::CHashFuncs,CGameSaveRestoreInfo::CHashFuncs>
    ::CUtlHash(piVar2 + 0x160,0,0,0,0,0);
    piVar3 = piVar2 + 6;
    for (iVar4 = 0x154; iVar4 != 0; iVar4 = iVar4 + -1) {
      *piVar3 = 0;
      piVar3 = piVar3 + (uint)bVar5 * -2 + 1;
    }
    *(undefined1 *)(piVar2 + 0x167) = 0;
    *piVar2 = (int)(piVar2 + 0x168);
    piVar2[1] = (int)(piVar2 + 0x168);
    piVar3 = engine;
    piVar2[0x15a] = 0;
    piVar2[0x15b] = 0;
    piVar2[0x15c] = 0;
    piVar2[2] = 0;
    piVar2[3] = param_1;
    __s = (void *)(**(code **)(*piVar3 + 0x68))(piVar3,0xfff,4);
    if (__s == (void *)0x0) {
      (**(code **)(*engine + 0x6c))(engine,0);
      piVar3 = (int *)0x0;
    }
    else {
      piVar2[4] = 0xfff;
      piVar2[5] = (int)__s;
      memset(__s,0,0x3ffc);
      iVar1 = gpGlobals;
      iVar4 = *(int *)(gpGlobals + 0xc);
      piVar2[6] = 0;
      piVar2[0x147] = 0;
      piVar2[0x150] = iVar4;
      piVar2[0x14d] = vec3_origin;
      piVar2[0x14e] = DAT_01053d4c;
      piVar2[0x14f] = DAT_01053d50;
      *(int **)(iVar1 + 0x2c) = piVar2;
      piVar3 = piVar2;
    }
  }
  return piVar3;
}

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)