CSaveRestoreBlockSet::PreSave
0x004ad720 · 168 bytes · __thiscall
_ZN20CSaveRestoreBlockSet7PreSaveEP16CSaveRestoreData
Decompiled
undefined (2 params)
/* CSaveRestoreBlockSet::PreSave(CSaveRestoreData*) */
void __thiscall CSaveRestoreBlockSet::PreSave(CSaveRestoreBlockSet *this,CSaveRestoreData *param_1)
{
undefined4 *puVar1;
int *piVar2;
char *pcVar3;
char *pcVar4;
int iVar5;
int iVar6;
iVar5 = *(int *)(this + 0x30);
*(undefined4 *)(this + 0x4c) = 0;
if (iVar5 != 0) {
CUtlVector<SaveRestoreBlockHeader_t,CUtlMemory<SaveRestoreBlockHeader_t,int>>::GrowVector
((CUtlVector<SaveRestoreBlockHeader_t,CUtlMemory<SaveRestoreBlockHeader_t,int>> *)
(this + 0x40),iVar5);
CUtlVector<SaveRestoreBlockHeader_t,CUtlMemory<SaveRestoreBlockHeader_t,int>>::
ShiftElementsRight((CUtlVector<SaveRestoreBlockHeader_t,CUtlMemory<SaveRestoreBlockHeader_t,int>>
*)(this + 0x40),0,iVar5);
if (0 < *(int *)(this + 0x30)) {
iVar5 = 0;
iVar6 = 0;
do {
puVar1 = *(undefined4 **)(*(int *)(this + 0x24) + iVar5 * 4);
pcVar3 = (char *)(**(code **)*puVar1)(puVar1);
pcVar4 = (char *)(*(int *)(this + 0x40) + iVar6);
iVar6 = iVar6 + 0x28;
V_strncpy(pcVar4,pcVar3,0x20);
piVar2 = *(int **)(*(int *)(this + 0x24) + iVar5 * 4);
iVar5 = iVar5 + 1;
(**(code **)(*piVar2 + 4))(piVar2,param_1);
} while (iVar5 < *(int *)(this + 0x30));
return;
}
}
return;
}
SourceMod gamedata
paste intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.