L L4D2node

GetPhysObjSaveRestoreOps

0x004818a0 · 51 bytes · __cdecl

_Z24GetPhysObjSaveRestoreOps17PhysInterfaceId_t

Decompiled

undefined (1 param)

/* GetPhysObjSaveRestoreOps(PhysInterfaceId_t) */

undefined4 * GetPhysObjSaveRestoreOps(int param_1)

{
  int iVar1;
  
  if (GetPhysObjSaveRestoreOps(PhysInterfaceId_t)::inited == '\0') {
    GetPhysObjSaveRestoreOps(PhysInterfaceId_t)::inited = '\x01';
    iVar1 = 0;
    do {
      (&DAT_00f7e984)[iVar1 * 2] = iVar1;
      iVar1 = iVar1 + 1;
    } while (iVar1 != 0xb);
  }
  return &g_PhysObjSaveRestoreOps + param_1 * 2;
}

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)