L L4D2node

CPhysSaveRestoreBlockHandler::AssociateModel

0x0048b4f0 · 41 bytes · __thiscall

_ZN28CPhysSaveRestoreBlockHandler14AssociateModelEP14IPhysicsObjecti

Decompiled

undefined (3 params)

/* CPhysSaveRestoreBlockHandler::AssociateModel(IPhysicsObject*, int) */

void __thiscall
CPhysSaveRestoreBlockHandler::AssociateModel
          (CPhysSaveRestoreBlockHandler *this,IPhysicsObject *param_1,int param_2)

{
  IPhysicsObject *local_14;
  int local_10;
  
  local_14 = param_1;
  local_10 = param_2;
  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>>
  ::Insert((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),(Node_t *)&local_14);
  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)