L L4D2node

CNetChan::SetActiveChannel

0x001ad250 · 22 bytes · __thiscall

_ZN8CNetChan16SetActiveChannelEP11INetChannel

Decompiled

undefined (2 params)

/* CNetChan::SetActiveChannel(INetChannel*) */

bool __thiscall CNetChan::SetActiveChannel(CNetChan *this,INetChannel *param_1)

{
  *(INetChannel **)(this + 0x423c) = param_1;
  return param_1 != (INetChannel *)0x0;
}

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)