L L4D2node

CBaseEntity::Save

0x005ff760 · 45 bytes · __thiscall

_ZN11CBaseEntity4SaveER5ISave

Decompiled

undefined (2 params)

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

void __thiscall CBaseEntity::Save(CBaseEntity *this,ISave *param_1)

{
  undefined4 uVar1;
  
  uVar1 = (**(code **)(*(int *)this + 0x30))(this);
  (**(code **)(*(int *)param_1 + 0x14))(param_1,this,uVar1);
  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)