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 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.