L L4D2node

CUtlSymbolDataOps::Save

0x006d73c0 · 65 bytes · __thiscall

_ZN17CUtlSymbolDataOps4SaveERK22SaveRestoreFieldInfo_tP5ISave

Decompiled

undefined (3 params)

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

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

{
  code *pcVar1;
  undefined4 uVar2;
  undefined2 local_e;
  
  pcVar1 = *(code **)(*(int *)param_2 + 0x3c);
  local_e = **(undefined2 **)param_1;
  uVar2 = CUtlSymbolTable::String(*(CUtlSymbolTable **)(this + 4),&local_e);
  (*pcVar1)(param_2,uVar2);
  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)