CEventsSaveDataOps::Save
0x0063f140 · 123 bytes · __thiscall
_ZN18CEventsSaveDataOps4SaveERK22SaveRestoreFieldInfo_tP5ISave
Decompiled
undefined (3 params)
/* CEventsSaveDataOps::Save(SaveRestoreFieldInfo_t const&, ISave*) */
void __thiscall
CEventsSaveDataOps::Save(CEventsSaveDataOps *this,SaveRestoreFieldInfo_t *param_1,ISave *param_2)
{
ushort uVar1;
int iVar2;
CBaseEntityOutput *this_00;
int iVar3;
int local_20 [4];
iVar3 = 0;
this_00 = *(CBaseEntityOutput **)param_1;
uVar1 = *(ushort *)(*(int *)(param_1 + 8) + 0xc);
if (uVar1 != 0) {
do {
local_20[0] = 0;
for (iVar2 = *(int *)(this_00 + 0x14); iVar2 != 0; iVar2 = *(int *)(iVar2 + 0x18)) {
local_20[0] = local_20[0] + 1;
}
iVar3 = iVar3 + 1;
(**(code **)(*(int *)param_2 + 0x2c))(param_2,local_20,1);
CBaseEntityOutput::Save(this_00,param_2);
this_00 = this_00 + 0x18;
} while (iVar3 < (int)(uint)uVar1);
}
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.