L L4D2node

CBaseClientState::ForceFullUpdate

0x00101f90 · 69 bytes · __cdecl

_ZN16CBaseClientState15ForceFullUpdateEPKc

Decompiled

undefined (1 param)

/* CBaseClientState::ForceFullUpdate(char const*) */

void CBaseClientState::ForceFullUpdate(char *param_1)

{
  if (*(int *)(param_1 + 0xc0) != -1) {
    FreeEntityBaselines((CBaseClientState *)param_1);
    param_1[0xc0] = -1;
    param_1[0xc1] = -1;
    param_1[0xc2] = -1;
    param_1[0xc3] = -1;
    DevMsg("Requesting full game update (%s)...\n");
    return;
  }
  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)