L L4D2node

CBaseEntityOutput::Save

0x0063bdc0 · 155 bytes · __thiscall

_ZN17CBaseEntityOutput4SaveER5ISave

Decompiled

undefined (2 params)

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

undefined4 __thiscall CBaseEntityOutput::Save(CBaseEntityOutput *this,ISave *param_1)

{
  int iVar1;
  int iVar2;
  
  iVar1 = (**(code **)(*(int *)param_1 + 0x18))(param_1,"Value",this,0,m_DataMap,DAT_00f2a8a0);
  if (iVar1 != 0) {
    iVar1 = *(int *)(this + 0x14);
    while( true ) {
      if (iVar1 == 0) {
        return 1;
      }
      iVar2 = (**(code **)(*(int *)param_1 + 0x18))
                        (param_1,"EntityOutput",iVar1,0,CEventAction::m_DataMap,DAT_00f2a8b8);
      if (iVar2 == 0) break;
      iVar1 = *(int *)(iVar1 + 0x18);
    }
  }
  return 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)