L L4D2node

CDebugHistory::Save

0x0068c350 · 178 bytes · __thiscall

_ZN13CDebugHistory4SaveER5ISave

Decompiled

undefined (2 params)

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

void __thiscall CDebugHistory::Save(CDebugHistory *this,ISave *param_1)

{
  int iVar1;
  CDebugHistory *pCVar2;
  int iVar3;
  undefined4 local_28;
  undefined4 local_24;
  int local_20 [4];
  
  iVar3 = 0;
  local_28 = 6;
  (**(code **)(*(int *)param_1 + 0x2c))(param_1,&local_28,1);
  local_24 = 5;
  (**(code **)(*(int *)param_1 + 0x2c))(param_1,&local_24,1);
  pCVar2 = this + 0x440;
  do {
    iVar1 = iVar3 * 4;
    iVar3 = iVar3 + 1;
    local_20[0] = *(int *)(this + iVar1 + 0x138c40) - (int)pCVar2;
    (**(code **)(*(int *)param_1 + 0x2c))(param_1,local_20,1);
    (**(code **)(*(int *)param_1 + 0x38))(param_1,pCVar2,0x3e800);
    pCVar2 = pCVar2 + 0x3e800;
  } while (iVar3 != 5);
  CBaseEntity::Save((CBaseEntity *)this,param_1);
  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)