L L4D2node

CLogicAutosave::InputSaveDangerous

0x006e8090 · 272 bytes · __thiscall

_ZN14CLogicAutosave18InputSaveDangerousER11inputdata_t

Decompiled

undefined (2 params)

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

void __thiscall CLogicAutosave::InputSaveDangerous(CLogicAutosave *this,inputdata_t *param_1)

{
  CLogicAutosave CVar1;
  int iVar2;
  float fVar3;
  
  iVar2 = UTIL_PlayerByIndex(1);
  if ((((float)g_ServerGameDLL._4_4_ == 0.0) ||
      ((float)g_ServerGameDLL._4_4_ < *(float *)(gpGlobals + 0xc))) ||
     ((*(float *)(iVar2 + 0x1d5c) != 0.0 &&
      (*(float *)(iVar2 + 0x1d5c) <= *(float *)(gpGlobals + 0xc))))) {
    CVar1 = this[0x440];
  }
  else {
    (**(code **)(*engine + 0x94))(engine,"autosavedangerousissafe\n");
    CVar1 = this[0x440];
  }
  if (CVar1 == (CLogicAutosave)0x0) {
    if (*(int *)(this + 0x444) <= *(int *)(iVar2 + 0x100)) {
LAB_006e8146:
      (**(code **)(*engine + 0x94))(engine,"autosavedangerous\n");
      fVar3 = *(float *)(param_1 + 8);
      if (*(int *)(param_1 + 0x18) != 1) {
        fVar3 = 0.0;
      }
      g_ServerGameDLL._4_4_ = fVar3 + *(float *)(gpGlobals + 0xc);
      g_ServerGameDLL._8_4_ = (float)*(int *)(this + 0x448);
      return;
    }
  }
  else {
    (**(code **)(*engine + 0x118))(engine);
    if (*(int *)(this + 0x444) <= *(int *)(iVar2 + 0x100)) goto LAB_006e8146;
  }
  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)