L L4D2node

CVScriptSaveRestoreBlockHandler::Save

0x00b5a740 · 234 bytes · __thiscall

_ZN31CVScriptSaveRestoreBlockHandler4SaveEP5ISave

Decompiled

undefined (2 params)

/* CVScriptSaveRestoreBlockHandler::Save(ISave*) */

void __thiscall
CVScriptSaveRestoreBlockHandler::Save(CVScriptSaveRestoreBlockHandler *this,ISave *param_1)

{
  uint local_58;
  undefined4 local_54 [4];
  uint local_44;
  
  (**(code **)(*(int *)param_1 + 0x20))(param_1);
  local_58 = (uint)(g_pScriptVM != (int *)0x0);
  (**(code **)(*(int *)param_1 + 0x2c))(param_1,&local_58,1);
  if (g_pScriptVM != (int *)0x0) {
    local_58 = (**(code **)(*g_pScriptVM + 0x10))(g_pScriptVM);
    (**(code **)(*(int *)param_1 + 0x2c))(param_1,&local_58,1);
    CUtlBuffer::CUtlBuffer((CUtlBuffer *)local_54,0,0,0);
                    /* try { // try from 00b5a7d8 to 00b5a811 has its CatchHandler @ 00b5a82a */
    (**(code **)(*g_pScriptVM + 0xb4))(g_pScriptVM,(CUtlBuffer *)local_54);
    local_58 = local_44;
    (**(code **)(*(int *)param_1 + 0x2c))(param_1,&local_58,1);
    if (0 < (int)local_58) {
      (**(code **)(*(int *)param_1 + 0x38))(param_1,local_54[0],local_58);
    }
    CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)local_54);
  }
  (**(code **)(*(int *)param_1 + 0x24))(param_1);
  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)