KeyValues::SaveToFile
0x00b6dd90 · 165 bytes · __thiscall
_ZN9KeyValues10SaveToFileEP15IBaseFileSystemPKcS3_
Decompiled
undefined (4 params)
/* KeyValues::SaveToFile(IBaseFileSystem*, char const*, char const*) */
undefined4 __thiscall
KeyValues::SaveToFile(KeyValues *this,IBaseFileSystem *param_1,char *param_2,char *param_3)
{
void *pvVar1;
char *pcVar2;
pvVar1 = (void *)(**(code **)(*(int *)param_1 + 8))(param_1,param_2,&DAT_00c5cbad,param_3);
if (pvVar1 != (void *)0x0) {
RecursiveSaveToFile(this,param_1,pvVar1,(CUtlBuffer *)0x0,0);
(**(code **)(*(int *)param_1 + 0xc))(param_1,pvVar1);
return 1;
}
if (param_3 == (char *)0x0) {
param_3 = "NULL";
}
pcVar2 = "NULL";
if (param_2 != (char *)0x0) {
pcVar2 = param_2;
}
DevMsg(1,"KeyValues::SaveToFile: couldn\'t open file \"%s\" in path \"%s\".\n",pcVar2,param_3);
return 0;
}
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.