L L4D2node

CChoreoScene::FileSaveScaleSettings

0x00bb0520 · 189 bytes · __cdecl

_ZN12CChoreoScene21FileSaveScaleSettingsER10CUtlBufferiPS_

Decompiled

undefined (3 params)

/* CChoreoScene::FileSaveScaleSettings(CUtlBuffer&, int, CChoreoScene*) */

void CChoreoScene::FileSaveScaleSettings(CUtlBuffer *param_1,int param_2,CChoreoScene *param_3)

{
  int iVar1;
  int iVar2;
  int iVar3;
  
  iVar1 = *(int *)(param_3 + 0x178);
  if (0 < iVar1) {
    FilePrintf(param_1,param_2,"scalesettings\n");
    FilePrintf(param_1,param_2,"{\n");
    iVar2 = 0;
    do {
      iVar3 = iVar2 + 1;
      iVar2 = *(int *)(param_3 + 0x168) + iVar2 * 0x18;
      FilePrintf(param_1,param_2 + 1,"\"%s\" \"%i\"\n",*(undefined4 *)(iVar2 + 0x10),
                 *(undefined4 *)(iVar2 + 0x14));
      iVar2 = iVar3;
    } while (iVar3 != iVar1);
    FilePrintf(param_1,param_2,"}\n");
    return;
  }
  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)