L L4D2node

CAI_BehaviorBase::Save

0x005a6d00 · 73 bytes · __thiscall

_ZN16CAI_BehaviorBase4SaveER5ISave

Decompiled

undefined (2 params)

/* CAI_BehaviorBase::Save(ISave&) */

bool __thiscall CAI_BehaviorBase::Save(CAI_BehaviorBase *this,ISave *param_1)

{
  code *pcVar1;
  undefined4 uVar2;
  int iVar3;
  
  pcVar1 = *(code **)(*(int *)param_1 + 0x14);
  uVar2 = (**(code **)(*(int *)this + 0x1e8))(this);
  iVar3 = (*pcVar1)(param_1,this,uVar2);
  if (iVar3 != 0) {
    SaveChannels(this,param_1);
  }
  return iVar3 != 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)