CServerGameDLL::WriteSaveHeaders
0x006cc240 · 100 bytes · __thiscall
_ZN14CServerGameDLL16WriteSaveHeadersEP16CSaveRestoreData
Decompiled
undefined (2 params)
/* CServerGameDLL::WriteSaveHeaders(CSaveRestoreData*) */
void __thiscall CServerGameDLL::WriteSaveHeaders(CServerGameDLL *this,CSaveRestoreData *param_1)
{
undefined **local_34;
undefined4 local_30 [3];
undefined4 local_24;
undefined4 local_20;
CSave::CSave((CSave *)&local_34,param_1);
/* try { // try from 006cc267 to 006cc276 has its CatchHandler @ 006cc2a4 */
(**(code **)(*(int *)g_pGameSaveRestoreBlockSet + 0xc))
(g_pGameSaveRestoreBlockSet,(CSave *)&local_34);
(**(code **)(*(int *)g_pGameSaveRestoreBlockSet + 0x10))(g_pGameSaveRestoreBlockSet);
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
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.