L L4D2node

CPhysSaveRestoreBlockHandler::PreSave

0x00481960 · 28 bytes · __cdecl

_ZN28CPhysSaveRestoreBlockHandler7PreSaveEP16CSaveRestoreData

Decompiled

undefined (1 param)

/* CPhysSaveRestoreBlockHandler::PreSave(CSaveRestoreData*) */

void CPhysSaveRestoreBlockHandler::PreSave(CSaveRestoreData *param_1)

{
  *(undefined4 *)(param_1 + 0x98) = 0;
  *(undefined4 *)(param_1 + 0x9c) = 0;
  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)