L L4D2node

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 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)