L L4D2node

CDeltaEntityCache::SetTick

0x0016fe40 · 72 bytes · __thiscall

_ZN17CDeltaEntityCache7SetTickEii

Decompiled

undefined (3 params)

/* CDeltaEntityCache::SetTick(int, int) */

void __thiscall CDeltaEntityCache::SetTick(CDeltaEntityCache *this,int param_1,int param_2)

{
  int iVar1;
  
  if (*(int *)this != param_1) {
    Flush(this);
    iVar1 = *(int *)(tv_deltacache._28_4_ + 0x30) << 10;
    *(int *)(this + 8) = iVar1;
    if (0 < iVar1) {
      *(int *)this = param_1;
      iVar1 = 0x800;
      if (param_2 < 0x801) {
        iVar1 = param_2;
      }
      *(int *)(this + 4) = iVar1;
    }
  }
  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)