L L4D2node

CPhysSaveRestoreBlockHandler::GetBlockName

0x00481950 · 10 bytes · __cdecl

_ZN28CPhysSaveRestoreBlockHandler12GetBlockNameEv

Decompiled

undefined (0 params)

/* CPhysSaveRestoreBlockHandler::GetBlockName() */

char * CPhysSaveRestoreBlockHandler::GetBlockName(void)

{
  return "Physics";
}

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)