CLocalNetworkBackdoor::ForceFlushEntity
0x00185250 · 73 bytes · __thiscall
_ZN21CLocalNetworkBackdoor16ForceFlushEntityEi
Decompiled
undefined (2 params)
/* CLocalNetworkBackdoor::ForceFlushEntity(int) */
void __thiscall CLocalNetworkBackdoor::ForceFlushEntity(CLocalNetworkBackdoor *this,int param_1)
{
int iVar1;
iVar1 = param_1 + 0x222;
if (*(IClientNetworkable **)(this + iVar1 * 0x10 + 0x10) != (IClientNetworkable *)0x0) {
ClientDLL_DeleteNetworkedEntity(*(IClientNetworkable **)(this + iVar1 * 0x10 + 0x10));
}
*(undefined4 *)(this + iVar1 * 0x10 + 0x10) = 0;
*(undefined4 *)(this + iVar1 * 0x10 + 8) = 0xffffffff;
this[iVar1 * 0x10 + 4] = (CLocalNetworkBackdoor)0x0;
*(undefined4 *)(this + iVar1 * 0x10 + 0xc) = 0;
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.