CSoundPatchSaveRestoreOps::Save
0x004c1130 · 96 bytes · __thiscall
_ZN25CSoundPatchSaveRestoreOps4SaveERK22SaveRestoreFieldInfo_tP5ISave
Decompiled
undefined (3 params)
/* CSoundPatchSaveRestoreOps::Save(SaveRestoreFieldInfo_t const&, ISave*) */
void __thiscall
CSoundPatchSaveRestoreOps::Save
(CSoundPatchSaveRestoreOps *this,SaveRestoreFieldInfo_t *param_1,ISave *param_2)
{
int iVar1;
ushort uVar2;
int iVar3;
uint uVar4;
(**(code **)(*(int *)param_2 + 0x20))(param_2);
iVar3 = *(int *)param_1;
uVar4 = 0;
uVar2 = *(ushort *)(*(int *)(param_1 + 8) + 0xc);
if (uVar2 != 0) {
do {
iVar1 = uVar4 * 4;
uVar4 = uVar4 + 1;
CSoundControllerImp::SaveSoundPatch
((CSoundControllerImp *)g_Controller,*(CSoundPatch **)(iVar3 + iVar1),param_2);
} while (uVar4 != uVar2);
}
/* WARNING: Could not recover jumptable at 0x004c118e. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*(int *)param_2 + 0x24))();
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.