CConceptHistoriesDataOps::Save
0x005d4c30 · 234 bytes · __thiscall
_ZN24CConceptHistoriesDataOps4SaveERK22SaveRestoreFieldInfo_tP5ISave
Decompiled
undefined (3 params)
/* CConceptHistoriesDataOps::Save(SaveRestoreFieldInfo_t const&, ISave*) */
void __thiscall
CConceptHistoriesDataOps::Save
(CConceptHistoriesDataOps *this,SaveRestoreFieldInfo_t *param_1,ISave *param_2)
{
int iVar1;
int iVar2;
int iVar3;
int local_34;
char local_21;
int local_20 [4];
iVar2 = 0;
iVar1 = *(int *)param_1;
local_20[0] = *(int *)(iVar1 + 0x14);
(**(code **)(*(int *)param_2 + 0x2c))(param_2,local_20,1);
local_34 = 0;
if (0 < local_20[0]) {
do {
iVar3 = *(int *)(iVar1 + 4) + iVar2;
(**(code **)(*(int *)param_2 + 0x20))(param_2);
(**(code **)(*(int *)param_2 + 0x3c))
(param_2,*(undefined4 *)(*(int *)(iVar1 + 4) + 0x10 + iVar2));
(**(code **)(*(int *)param_2 + 0x14))(param_2,iVar3 + 0x14,ConceptHistory_t::m_DataMap);
local_21 = *(char *)(iVar3 + 0x19) != '\0';
(**(code **)(*(int *)param_2 + 0x30))(param_2,&local_21,1);
if (local_21 != '\0') {
(**(code **)(*(int *)param_2 + 0x14))(param_2,iVar3 + 0x18,AI_Response::m_DataMap);
}
iVar2 = iVar2 + 0xd4;
(**(code **)(*(int *)param_2 + 0x24))(param_2);
local_34 = local_34 + 1;
} while (local_34 < local_20[0]);
}
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.