L L4D2node

CStringTableSaveRestoreOps::Save

0x006cc980 · 94 bytes · __thiscall

_ZN26CStringTableSaveRestoreOps4SaveERK22SaveRestoreFieldInfo_tP5ISave

Decompiled

undefined (3 params)

/* CStringTableSaveRestoreOps::Save(SaveRestoreFieldInfo_t const&, ISave*) */

void __thiscall
CStringTableSaveRestoreOps::Save
          (CStringTableSaveRestoreOps *this,SaveRestoreFieldInfo_t *param_1,ISave *param_2)

{
  char *pcVar1;
  int local_10;
  
  pcVar1 = (char *)(**(code **)(**(int **)(this + 4) + 0x28))
                             (*(int **)(this + 4),**(undefined4 **)param_1);
  local_10 = _V_strlen(pcVar1);
  local_10 = local_10 + 1;
  (**(code **)(*(int *)param_2 + 0x2c))(param_2,&local_10,1);
  (**(code **)(*(int *)param_2 + 0x3c))(param_2,pcVar1);
  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)