CNetChan::SetSequenceData
0x001ad140 · 46 bytes · __thiscall
_ZN8CNetChan15SetSequenceDataEiii
Decompiled
undefined (4 params)
/* CNetChan::SetSequenceData(int, int, int) */
void __thiscall CNetChan::SetSequenceData(CNetChan *this,int param_1,int param_2,int param_3)
{
char cVar1;
cVar1 = (**(code **)(*(int *)this + 0x20))(this);
if (cVar1 != '\0') {
*(int *)(this + 8) = param_1;
*(int *)(this + 0xc) = param_2;
*(int *)(this + 0x10) = param_3;
}
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.