L L4D2node

CClassPtrSaveRestoreOps::IsEmpty

0x004c0ec0 · 53 bytes · __thiscall

_ZN23CClassPtrSaveRestoreOps7IsEmptyERK22SaveRestoreFieldInfo_t

Decompiled

undefined (2 params)

/* CClassPtrSaveRestoreOps::IsEmpty(SaveRestoreFieldInfo_t const&) */

undefined4 __thiscall
CClassPtrSaveRestoreOps::IsEmpty(CClassPtrSaveRestoreOps *this,SaveRestoreFieldInfo_t *param_1)

{
  int iVar1;
  
  if (*(ushort *)(*(int *)(param_1 + 8) + 0xc) == 0) {
    return 1;
  }
  if (**(int **)param_1 == 0) {
    iVar1 = 0;
    do {
      iVar1 = iVar1 + 1;
      if ((int)(uint)*(ushort *)(*(int *)(param_1 + 8) + 0xc) <= iVar1) {
        return 1;
      }
    } while ((*(int **)param_1)[iVar1] == 0);
  }
  return 0;
}

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)