L L4D2node

CEventQueue::Save

0x0063d820 · 170 bytes · __thiscall

_ZN11CEventQueue4SaveER5ISave

Decompiled

undefined (2 params)

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

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

{
  int iVar1;
  int iVar2;
  
  iVar2 = 0;
  iVar1 = *(int *)(this + 0x30);
  *(undefined4 *)(this + 0x38) = 0;
  for (; iVar1 != 0; iVar1 = *(int *)(iVar1 + 0x30)) {
    iVar2 = iVar2 + 1;
    *(int *)(this + 0x38) = iVar2;
  }
  iVar1 = (**(code **)(*(int *)param_1 + 0x18))(param_1,"EventQueue",this,0,m_DataMap,DAT_00f2a87c);
  while( true ) {
    if (iVar1 == 0) {
      return 0;
    }
    this = *(CEventQueue **)(this + 0x30);
    if (this == (CEventQueue *)0x0) break;
    iVar1 = (**(code **)(*(int *)param_1 + 0x18))
                      (param_1,"PEvent",this,0,EventQueuePrioritizedEvent_t::m_DataMap,DAT_00f2a864)
    ;
  }
  return 1;
}

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)