L4D_Stat_SurvivorStat::SaveStatsToKeyValue
0x008df880 · 105 bytes · __thiscall
_ZNK21L4D_Stat_SurvivorStat19SaveStatsToKeyValueEP9KeyValues
Decompiled
undefined (2 params)
/* L4D_Stat_SurvivorStat::SaveStatsToKeyValue(KeyValues*) const */
void __thiscall
L4D_Stat_SurvivorStat::SaveStatsToKeyValue(L4D_Stat_SurvivorStat *this,KeyValues *param_1)
{
undefined **ppuVar1;
int iVar2;
char *pcVar3;
int iVar4;
iVar4 = 0;
do {
iVar2 = iVar4 * 4;
ppuVar1 = &L4D_STATS::SurvivorDataTitle + iVar4;
iVar4 = iVar4 + 1;
KeyValues::SetInt(param_1,*ppuVar1,*(int *)(this + iVar2 + 8));
} while (iVar4 != 0x28);
pcVar3 = "";
if (*(char **)(gpGlobals + 0x3c) != (char *)0x0) {
pcVar3 = *(char **)(gpGlobals + 0x3c);
}
KeyValues::SetString(param_1,"MapID",pcVar3);
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.