L L4D2node

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 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)