L L4D2node

CThinkContextsSaveDataOps::IsEmpty

0x00617ae0 · 18 bytes · __thiscall

_ZN25CThinkContextsSaveDataOps7IsEmptyERK22SaveRestoreFieldInfo_t

Decompiled

undefined (2 params)

/* CThinkContextsSaveDataOps::IsEmpty(SaveRestoreFieldInfo_t const&) */

undefined4 __thiscall
CThinkContextsSaveDataOps::IsEmpty(CThinkContextsSaveDataOps *this,SaveRestoreFieldInfo_t *param_1)

{
  return CONCAT31((int3)((uint)*(int *)(*(int *)param_1 + 0xc) >> 8),
                  *(int *)(*(int *)param_1 + 0xc) == 0);
}

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)