CTemplate_SaveRestoreBlockHandler::Save
0x0083e840 · 156 bytes · __thiscall
_ZN33CTemplate_SaveRestoreBlockHandler4SaveEP5ISave
Decompiled
undefined (2 params)
/* CTemplate_SaveRestoreBlockHandler::Save(ISave*) */
void __thiscall
CTemplate_SaveRestoreBlockHandler::Save(CTemplate_SaveRestoreBlockHandler *this,ISave *param_1)
{
undefined4 *puVar1;
int iVar2;
short local_1e [7];
(**(code **)(*(int *)param_1 + 0x2c))(param_1,&g_iCurrentTemplateInstance,1);
local_1e[0] = (short)DAT_00ffa750;
(**(code **)(*(int *)param_1 + 0x28))(param_1,local_1e,1);
if (0 < local_1e[0]) {
iVar2 = 0;
do {
puVar1 = *(undefined4 **)(g_Templates + iVar2 * 4);
iVar2 = iVar2 + 1;
(**(code **)(*(int *)param_1 + 0x14))(param_1,puVar1,TemplateEntityData_t::m_DataMap);
(**(code **)(*(int *)param_1 + 0x3c))(param_1,*puVar1);
(**(code **)(*(int *)param_1 + 0x3c))(param_1,puVar1[1]);
} while (iVar2 < local_1e[0]);
}
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.