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 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.