L L4D2node

CUtlVectorDataOps<CUtlVector<thinkfunc_t,CUtlMemory<thinkfunc_t,int>>,10>::Save

0x00617c20 · 205 bytes · __thiscall

_ZN17CUtlVectorDataOpsI10CUtlVectorI11thinkfunc_t10CUtlMemoryIS1_iEELi10EE4SaveERK22SaveRestoreFieldInfo_tP5ISave

Decompiled

undefined (3 params)

/* CUtlVectorDataOps<CUtlVector<thinkfunc_t, CUtlMemory<thinkfunc_t, int> >,
   10>::Save(SaveRestoreFieldInfo_t const&, ISave*) */

void __thiscall
CUtlVectorDataOps<CUtlVector<thinkfunc_t,CUtlMemory<thinkfunc_t,int>>,10>::Save
          (CUtlVectorDataOps<CUtlVector<thinkfunc_t,CUtlMemory<thinkfunc_t,int>>,10> *this,
          SaveRestoreFieldInfo_t *param_1,ISave *param_2)

{
  int *piVar1;
  uint uVar2;
  int iVar3;
  int iVar4;
  undefined **ppuVar5;
  int iVar6;
  int local_78;
  undefined **local_74 [6];
  undefined *local_5c [3];
  undefined2 local_50;
  undefined2 local_4e;
  undefined1 *local_3c;
  undefined4 local_38;
  
  uVar2 = 0;
  ppuVar5 = local_5c;
  for (iVar3 = 0x10; iVar3 != 0; iVar3 = iVar3 + -1) {
    *ppuVar5 = (undefined *)0x0;
    ppuVar5 = ppuVar5 + 1;
  }
  local_5c[0] = (undefined *)0xa;
  local_5c[1] = &DAT_00c1c557;
  local_50 = 1;
  local_4e = 2;
  local_38 = 0xffffffff;
  local_3c = thinkfunc_t::m_DataMap;
  do {
    *(undefined4 *)((int)local_74 + uVar2) = 0;
    uVar2 = uVar2 + 4;
  } while (uVar2 < 0x18);
  local_74[1] = (undefined **)0x1;
  iVar6 = 0;
  iVar3 = 0;
  local_74[2] = (undefined **)&DAT_00c1c55d;
  piVar1 = *(int **)param_1;
  local_78 = piVar1[3];
  local_74[0] = local_5c;
  (**(code **)(*(int *)param_2 + 0x2c))(param_2,&local_78,1);
  local_38 = 0;
  if (0 < local_78) {
    do {
      iVar3 = iVar3 + 1;
      iVar4 = *piVar1 + iVar6;
      iVar6 = iVar6 + 0x14;
      (**(code **)(*(int *)param_2 + 0x14))(param_2,iVar4,local_74);
    } while (iVar3 < local_78);
  }
  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)