CPhysSaveRestoreBlockHandler::ForgetAllModels
0x004830f0 · 48 bytes · __thiscall
_ZN28CPhysSaveRestoreBlockHandler15ForgetAllModelsEv
Decompiled
undefined (1 param)
/* CPhysSaveRestoreBlockHandler::ForgetAllModels() */
void __thiscall CPhysSaveRestoreBlockHandler::ForgetAllModels(CPhysSaveRestoreBlockHandler *this)
{
CUtlRBTree<CUtlMap<IPhysicsObject*,int,unsigned_short>::Node_t,unsigned_short,CUtlMap<IPhysicsObject*,int,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<IPhysicsObject*,int,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
::RemoveAll((CUtlRBTree<CUtlMap<IPhysicsObject*,int,unsigned_short>::Node_t,unsigned_short,CUtlMap<IPhysicsObject*,int,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<IPhysicsObject*,int,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
*)(this + 0x44));
CUtlRBTree<CUtlMap<IPhysicsObject*,CPhysCollide_const*,unsigned_short>::Node_t,unsigned_short,CUtlMap<IPhysicsObject*,CPhysCollide_const*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<IPhysicsObject*,CPhysCollide_const*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
::RemoveAll((CUtlRBTree<CUtlMap<IPhysicsObject*,CPhysCollide_const*,unsigned_short>::Node_t,unsigned_short,CUtlMap<IPhysicsObject*,CPhysCollide_const*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<IPhysicsObject*,CPhysCollide_const*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
*)(this + 0x60));
CUtlRBTree<CUtlMap<CPhysCollide_const*,BBox_t,unsigned_short>::Node_t,unsigned_short,CUtlMap<CPhysCollide_const*,BBox_t,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<CPhysCollide_const*,BBox_t,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
::RemoveAll((CUtlRBTree<CUtlMap<CPhysCollide_const*,BBox_t,unsigned_short>::Node_t,unsigned_short,CUtlMap<CPhysCollide_const*,BBox_t,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<CPhysCollide_const*,BBox_t,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
*)(this + 0x7c));
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.