L L4D2node

CSaveRestoreBlockSet::PostSave

0x004acdf0 · 77 bytes · __thiscall

_ZN20CSaveRestoreBlockSet8PostSaveEv

Decompiled

undefined (1 param)

/* CSaveRestoreBlockSet::PostSave() */

void __thiscall CSaveRestoreBlockSet::PostSave(CSaveRestoreBlockSet *this)

{
  int *piVar1;
  int iVar2;
  
  iVar2 = 0;
  if (0 < *(int *)(this + 0x30)) {
    do {
      piVar1 = *(int **)(*(int *)(this + 0x24) + iVar2 * 4);
      iVar2 = iVar2 + 1;
      (**(code **)(*piVar1 + 0x10))(piVar1);
    } while (iVar2 < *(int *)(this + 0x30));
  }
  *(undefined4 *)(this + 0x4c) = 0;
  CUtlMemory<SaveRestoreBlockHeader_t,int>::Purge
            ((CUtlMemory<SaveRestoreBlockHeader_t,int> *)(this + 0x40));
  *(undefined4 *)(this + 0x50) = *(undefined4 *)(this + 0x40);
  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)