L L4D2node

CDirectorChallengeMode::SaveScriptTable

0x0089dcd0 · 240 bytes · __thiscall

_ZN22CDirectorChallengeMode15SaveScriptTableEPKcP9HSCRIPT__

Decompiled

undefined (3 params)

/* CDirectorChallengeMode::SaveScriptTable(char const*, HSCRIPT__*) */

void __thiscall
CDirectorChallengeMode::SaveScriptTable
          (CDirectorChallengeMode *this,char *param_1,HSCRIPT__ *param_2)

{
  char cVar1;
  KeyValues *pKVar2;
  HSCRIPT__ *pHVar3;
  
  pHVar3 = param_2;
  cVar1 = (**(code **)(*(int *)g_pScriptVM + 0x84))(g_pScriptVM);
  if (cVar1 != '\0') {
    pKVar2 = *(KeyValues **)(this + 0x198);
    if (pKVar2 == (KeyValues *)0x0) {
      pKVar2 = KeyValues::operator_new((KeyValues *)0x2c,(uint)pHVar3);
                    /* try { // try from 0089ddba to 0089ddbe has its CatchHandler @ 0089ddcd */
      KeyValues::KeyValues(pKVar2,"sm_Persist",(IKeyValuesSystem *)0x0,false);
      *(KeyValues **)(this + 0x198) = pKVar2;
    }
    pKVar2 = (KeyValues *)KeyValues::FindKey(pKVar2,param_1,false);
    if (pKVar2 != (KeyValues *)0x0) {
      KeyValues::RemoveSubKey(*(KeyValues **)(this + 0x198),pKVar2);
      KeyValues::deleteThis();
    }
    pKVar2 = (KeyValues *)ScriptTableToKeyValues(g_pScriptVM,param_1,param_2);
    KeyValues::AddSubKey(*(KeyValues **)(this + 0x198),pKVar2);
    return;
  }
  Warning();
  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)