L L4D2node

CPhysSaveRestoreBlockHandler::PostSave

0x004839a0 · 40 bytes · __thiscall

_ZN28CPhysSaveRestoreBlockHandler8PostSaveEv

Decompiled

undefined (1 param)

/* CPhysSaveRestoreBlockHandler::PostSave() */

void __thiscall CPhysSaveRestoreBlockHandler::PostSave(CPhysSaveRestoreBlockHandler *this)

{
  *(undefined4 *)(this + 0x18) = 0;
  CUtlMemory<CPhysSaveRestoreBlockHandler::QueuedItem_t,int>::Purge
            ((CUtlMemory<CPhysSaveRestoreBlockHandler::QueuedItem_t,int> *)(this + 0xc));
  *(undefined4 *)(this + 0x1c) = *(undefined4 *)(this + 0xc);
  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)