CPhysMotor::OnRestore
0x007a3230 · 52 bytes · __thiscall
_ZN10CPhysMotor9OnRestoreEv
Decompiled
undefined (1 param)
/* CPhysMotor::OnRestore() */
void __thiscall CPhysMotor::OnRestore(CPhysMotor *this)
{
int *piVar1;
CBaseEntity::OnRestore((CBaseEntity *)this);
piVar1 = *(int **)(this + 0x45c);
if (piVar1 != (int *)0x0) {
(**(code **)(*piVar1 + 8))(piVar1,this + 0x460);
}
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.