L L4D2node

CSceneCache::Save

0x004ada70 · 431 bytes · __thiscall

_ZN11CSceneCache4SaveER10CUtlBuffer

Decompiled

undefined (2 params)

/* CSceneCache::Save(CUtlBuffer&) */

void __thiscall CSceneCache::Save(CSceneCache *this,CUtlBuffer *param_1)

{
  undefined2 *puVar1;
  CUtlBuffer CVar2;
  undefined4 uVar3;
  uint uVar4;
  char cVar5;
  char *pcVar6;
  void *pvVar7;
  int iVar8;
  undefined1 local_26;
  undefined1 uStack_25;
  undefined1 local_24;
  undefined1 uStack_23;
  undefined1 uStack_22;
  undefined1 uStack_21;
  undefined1 local_20;
  undefined1 local_1f;
  undefined1 local_1e;
  undefined1 local_1d;
  
  uVar3 = *(undefined4 *)(this + 4);
  if (((byte)param_1[0x15] & 1) == 0) {
    cVar5 = CUtlBuffer::CheckPut(param_1,4);
    if (cVar5 != '\0') {
      if (((byte)param_1[0x34] & 1) == 0) {
        *(undefined4 *)(*(int *)param_1 + (*(int *)(param_1 + 0x10) - *(int *)(param_1 + 0x20))) =
             uVar3;
        iVar8 = *(int *)(param_1 + 0x10);
      }
      else {
        iVar8 = *(int *)(param_1 + 0x10);
        pvVar7 = (void *)((iVar8 - *(int *)(param_1 + 0x20)) + *(int *)param_1);
        if (pvVar7 != (void *)0x0) {
          uStack_21 = (undefined1)((uint)uVar3 >> 0x18);
          local_20 = uStack_21;
          uStack_22 = (undefined1)((uint)uVar3 >> 0x10);
          local_1f = uStack_22;
          uStack_23 = (undefined1)((uint)uVar3 >> 8);
          local_1e = uStack_23;
          local_24 = (undefined1)uVar3;
          local_1d = local_24;
          _V_memcpy(pvVar7,&local_20,4);
          iVar8 = *(int *)(param_1 + 0x10);
        }
      }
      *(int *)(param_1 + 0x10) = iVar8 + 4;
      CUtlBuffer::AddNullTermination(param_1);
      CVar2 = param_1[0x15];
      uVar4 = *(uint *)(this + 0x14);
      goto joined_r0x004adb58;
    }
  }
  else {
    CUtlBuffer::Printf(param_1,"%u",uVar3);
  }
  CVar2 = param_1[0x15];
  uVar4 = *(uint *)(this + 0x14);
joined_r0x004adb58:
  if (((byte)CVar2 & 1) == 0) {
    cVar5 = CUtlBuffer::CheckPut(param_1,2);
    if (cVar5 != '\0') {
      if (((byte)param_1[0x34] & 1) == 0) {
        *(short *)(*(int *)param_1 + (*(int *)(param_1 + 0x10) - *(int *)(param_1 + 0x20))) =
             (short)uVar4;
        iVar8 = *(int *)(param_1 + 0x10);
      }
      else {
        iVar8 = *(int *)(param_1 + 0x10);
        pvVar7 = (void *)((iVar8 - *(int *)(param_1 + 0x20)) + *(int *)param_1);
        if (pvVar7 != (void *)0x0) {
          uStack_25 = (undefined1)(uVar4 >> 8);
          local_20 = uStack_25;
          local_26 = (undefined1)uVar4;
          local_1f = local_26;
          _V_memcpy(pvVar7,&local_20,2);
          iVar8 = *(int *)(param_1 + 0x10);
        }
      }
      *(int *)(param_1 + 0x10) = iVar8 + 2;
      CUtlBuffer::AddNullTermination(param_1);
    }
  }
  else {
    CUtlBuffer::Printf(param_1,"%d",(int)(short)uVar4);
  }
  iVar8 = 0;
  if ((uVar4 & 0xffff) != 0) {
    do {
      puVar1 = (undefined2 *)(*(int *)(this + 8) + iVar8);
      iVar8 = iVar8 + 2;
      pcVar6 = (char *)(**(code **)(*soundemitterbase + 0x28))(soundemitterbase,*puVar1);
      CUtlBuffer::PutString(param_1,pcVar6);
    } while (iVar8 != (uVar4 & 0xffff) * 2);
  }
  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)