L L4D2node

CLocalNetworkBackdoor::StartEntityStateUpdate

0x00184d60 · 56 bytes · __thiscall

_ZN21CLocalNetworkBackdoor22StartEntityStateUpdateEv

Decompiled

undefined (1 param)

/* CLocalNetworkBackdoor::StartEntityStateUpdate() */

void __thiscall CLocalNetworkBackdoor::StartEntityStateUpdate(CLocalNetworkBackdoor *this)

{
  int iVar1;
  CLocalNetworkBackdoor *pCVar2;
  
  if (this != (CLocalNetworkBackdoor *)0x0) {
    pCVar2 = this;
    for (iVar1 = 0x40; iVar1 != 0; iVar1 = iVar1 + -1) {
      *(undefined4 *)pCVar2 = 0;
      pCVar2 = pCVar2 + 4;
    }
  }
  *(undefined4 *)(this + 0x1200) = 0;
  *(undefined4 *)(this + 0x2204) = 0;
  ClientDLL_FrameStageNotify();
  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)