CUtlVectorDataOps<CUtlVector<SaveRestoreBlockHeader_t,CUtlMemory<SaveRestoreBlockHeader_t,int>>,10>::Save
0x004ac7c0 · 205 bytes · __thiscall
_ZN17CUtlVectorDataOpsI10CUtlVectorI24SaveRestoreBlockHeader_t10CUtlMemoryIS1_iEELi10EE4SaveERK22SaveRestoreFieldInfo_tP5ISave
Decompiled
undefined (3 params)
/* CUtlVectorDataOps<CUtlVector<SaveRestoreBlockHeader_t, CUtlMemory<SaveRestoreBlockHeader_t, int>
>, 10>::Save(SaveRestoreFieldInfo_t const&, ISave*) */
void __thiscall
CUtlVectorDataOps<CUtlVector<SaveRestoreBlockHeader_t,CUtlMemory<SaveRestoreBlockHeader_t,int>>,10>
::Save(CUtlVectorDataOps<CUtlVector<SaveRestoreBlockHeader_t,CUtlMemory<SaveRestoreBlockHeader_t,int>>,10>
*this,SaveRestoreFieldInfo_t *param_1,ISave *param_2)
{
int *piVar1;
uint uVar2;
int iVar3;
int iVar4;
undefined **ppuVar5;
int iVar6;
int local_78;
undefined **local_74 [6];
undefined *local_5c [3];
undefined2 local_50;
undefined2 local_4e;
undefined1 *local_3c;
undefined4 local_38;
uVar2 = 0;
ppuVar5 = local_5c;
for (iVar3 = 0x10; iVar3 != 0; iVar3 = iVar3 + -1) {
*ppuVar5 = (undefined *)0x0;
ppuVar5 = ppuVar5 + 1;
}
local_5c[0] = (undefined *)0xa;
local_5c[1] = &DAT_00c1c557;
local_50 = 1;
local_4e = 2;
local_38 = 0xffffffff;
local_3c = SaveRestoreBlockHeader_t::m_DataMap;
do {
*(undefined4 *)((int)local_74 + uVar2) = 0;
uVar2 = uVar2 + 4;
} while (uVar2 < 0x18);
local_74[1] = (undefined **)0x1;
iVar6 = 0;
iVar3 = 0;
local_74[2] = (undefined **)&DAT_00c1c55d;
piVar1 = *(int **)param_1;
local_78 = piVar1[3];
local_74[0] = local_5c;
(**(code **)(*(int *)param_2 + 0x2c))(param_2,&local_78,1);
local_38 = 0;
if (0 < local_78) {
do {
iVar3 = iVar3 + 1;
iVar4 = *piVar1 + iVar6;
iVar6 = iVar6 + 0x28;
(**(code **)(*(int *)param_2 + 0x14))(param_2,iVar4,local_74);
} while (iVar3 < local_78);
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.