L L4D2node

CBaseClientState::OnEvent

0x000fced0 · 33 bytes · __thiscall

_ZN16CBaseClientState7OnEventEP9KeyValues

Decompiled

undefined (2 params)

/* CBaseClientState::OnEvent(KeyValues*) */

void __thiscall CBaseClientState::OnEvent(CBaseClientState *this,KeyValues *param_1)

{
  char *pcVar1;
  
  pcVar1 = (char *)KeyValues::GetName(param_1);
  _V_stricmp("OnNetLanConnectionlessPacket",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)