L L4D2node

CEntitySaveRestoreBlockHandler::PostSave

0x004a61f0 · 43 bytes · __thiscall

_ZN30CEntitySaveRestoreBlockHandler8PostSaveEv

Decompiled

undefined (1 param)

/* CEntitySaveRestoreBlockHandler::PostSave() */

void __thiscall CEntitySaveRestoreBlockHandler::PostSave(CEntitySaveRestoreBlockHandler *this)

{
  (**(code **)(*physics + 0x24))(physics,*(undefined4 *)(this + 8));
  *(undefined4 *)(this + 8) = 0;
  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)