L L4D2node

phys2_load

0x00491a70 · 49 bytes · __cdecl

_ZL10phys2_loadRK8CCommand

Decompiled

undefined (1 param)

/* phys2_load(CCommand const&) */

void phys2_load(CCommand *param_1)

{
  char *pcVar1;
  
  if (*(int *)param_1 < 2) {
    pcVar1 = "phys2_save";
  }
  else {
    pcVar1 = *(char **)(param_1 + *(int *)param_1 * 4 + 0x404);
  }
  (**(code **)(*g_pPhysics2 + 0x50))(g_pPhysics2,pcVar1);
  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)