L L4D2node

CLogicAutosave::InputSave

0x006e6e30 · 60 bytes · __cdecl

_ZN14CLogicAutosave9InputSaveER11inputdata_t

Decompiled

undefined (1 param)

/* CLogicAutosave::InputSave(inputdata_t&) */

void CLogicAutosave::InputSave(inputdata_t *param_1)

{
  char *pcStack00000008;
  
  if (param_1[0x440] != (inputdata_t)0x0) {
    (**(code **)(*engine + 0x118))(engine);
  }
  pcStack00000008 = "autosave\n";
                    /* WARNING: Could not recover jumptable at 0x006e6e6a. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*engine + 0x94))();
  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)