L L4D2node

CEventsSaveDataOps::IsEmpty

0x0063ea90 · 57 bytes · __thiscall

_ZN18CEventsSaveDataOps7IsEmptyERK22SaveRestoreFieldInfo_t

Decompiled

undefined (2 params)

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

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

{
  int iVar1;
  int iVar2;
  
  iVar1 = *(int *)param_1;
  if (*(ushort *)(*(int *)(param_1 + 8) + 0xc) != 0) {
    iVar2 = 0;
    do {
      if ((*(int *)(iVar1 + 0x14) != 0) || (*(int *)(iVar1 + 0x10) != 0)) {
        return 0;
      }
      iVar2 = iVar2 + 1;
      iVar1 = iVar1 + 0x18;
    } while (iVar2 < (int)(uint)*(ushort *)(*(int *)(param_1 + 8) + 0xc));
  }
  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)