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 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.