L L4D2node

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 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)