L L4D2node

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 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)