L L4D2node

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 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)