L L4D2node

CChangeFrameList::SetChangeTick

0x001144a0 · 52 bytes · __thiscall

_ZN16CChangeFrameList13SetChangeTickEPKiii

Decompiled

undefined (4 params)

/* CChangeFrameList::SetChangeTick(int const*, int, int) */

void __thiscall
CChangeFrameList::SetChangeTick(CChangeFrameList *this,int *param_1,int param_2,int param_3)

{
  int *piVar1;
  int iVar2;
  
  piVar1 = param_1 + param_2;
  if (0 < param_2) {
    do {
      iVar2 = *param_1;
      param_1 = param_1 + 1;
      *(int *)(*(int *)(this + 4) + iVar2 * 4) = param_3;
    } while (param_1 != piVar1);
  }
  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)