L L4D2node

_ServerDTI_RegisterNetworkStateChange

0x0014c1a0 · 42 bytes · __cdecl

_Z37_ServerDTI_RegisterNetworkStateChangeP9SendTableb

Decompiled

undefined (2 params)

/* _ServerDTI_RegisterNetworkStateChange(SendTable*, bool) */

void _ServerDTI_RegisterNetworkStateChange(SendTable *param_1,bool param_2)

{
  int iVar1;
  
  if ((*(int *)(param_1 + 0xc) != 0) &&
     (iVar1 = *(int *)(*(int *)(param_1 + 0xc) + 0x90), iVar1 != 0)) {
    if (param_2) {
      *(int *)(iVar1 + 0x3c) = *(int *)(iVar1 + 0x3c) + 1;
      return;
    }
    *(int *)(iVar1 + 0x40) = *(int *)(iVar1 + 0x40) + 1;
  }
  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)