CServerGameDLL::SaveWriteFields
0x006cc0b0 · 113 bytes · __thiscall
_ZN14CServerGameDLL15SaveWriteFieldsEP16CSaveRestoreDataPKcPvP9datamap_tP17typedescription_ti
Decompiled
undefined (7 params)
/* CServerGameDLL::SaveWriteFields(CSaveRestoreData*, char const*, void*, datamap_t*,
typedescription_t*, int) */
void __thiscall
CServerGameDLL::SaveWriteFields
(CServerGameDLL *this,CSaveRestoreData *param_1,char *param_2,void *param_3,
datamap_t *param_4,typedescription_t *param_5,int param_6)
{
undefined **local_34;
undefined4 local_30 [3];
undefined4 local_24;
undefined4 local_20;
CSave::CSave((CSave *)&local_34,param_1);
/* try { // try from 006cc0ef to 006cc0f3 has its CatchHandler @ 006cc121 */
CSave::WriteFields((CSave *)&local_34,param_2,param_3,param_4,param_5,param_6);
local_34 = &PTR_StartLogging_00c1cf28;
local_24 = 0;
CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)local_30);
local_20 = local_30[0];
CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)local_30);
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.