CPhysSaveRestoreBlockHandler::PreRestore
0x00481b10 · 64 bytes · __thiscall
_ZN28CPhysSaveRestoreBlockHandler10PreRestoreEv
Decompiled
undefined (1 param)
/* CPhysSaveRestoreBlockHandler::PreRestore() */
void __thiscall CPhysSaveRestoreBlockHandler::PreRestore(CPhysSaveRestoreBlockHandler *this)
{
undefined4 local_18 [5];
CGlobalEntityList::AddListenerEntity((CGlobalEntityList *)gEntList,(IEntityListener *)(this + 8));
if (physenv != (int *)0x0) {
local_18[0] = 0;
(**(code **)(*physenv + 0xd4))(physenv,local_18);
}
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.