L L4D2node

CPhysSaveRestoreBlockHandler::OnEntityCreated

0x00481a30 · 7 bytes · __thiscall

_ZThn8_N28CPhysSaveRestoreBlockHandler15OnEntityCreatedEP11CBaseEntity

Decompiled

undefined (2 params)

/* non-virtual thunk to CPhysSaveRestoreBlockHandler::OnEntityCreated(CBaseEntity*) */

void __thiscall
CPhysSaveRestoreBlockHandler::OnEntityCreated
          (CPhysSaveRestoreBlockHandler *this,CBaseEntity *param_1)

{
  OnEntityCreated((CBaseEntity *)(this + -8));
  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)