CIKSaveRestoreOps::Save
0x005ea620 · 47 bytes · __thiscall
_ZN17CIKSaveRestoreOps4SaveERK22SaveRestoreFieldInfo_tP5ISave
Decompiled
undefined (3 params)
/* CIKSaveRestoreOps::Save(SaveRestoreFieldInfo_t const&, ISave*) */
void __thiscall
CIKSaveRestoreOps::Save(CIKSaveRestoreOps *this,SaveRestoreFieldInfo_t *param_1,ISave *param_2)
{
undefined1 local_d [9];
local_d[0] = **(int **)param_1 != 0;
(**(code **)(*(int *)param_2 + 0x30))(param_2,local_d,1);
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.