L L4D2node

SaveGlobalState

0x006d70b0 · 88 bytes · __cdecl

_Z15SaveGlobalStateP16CSaveRestoreData

Decompiled

undefined (1 param)

/* SaveGlobalState(CSaveRestoreData*) */

void SaveGlobalState(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 006d70d5 to 006d70d9 has its CatchHandler @ 006d7108 */
  CGlobalState::Save((CGlobalState *)gGlobalState,(ISave *)&local_34);
  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 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)