L L4D2node

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 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)