L L4D2node

CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick

0x0040be20 · 50 bytes · __cdecl

_ZN17CBaseCombatWeapon36NetworkStateChanged_m_nNextThinkTickEPv

Decompiled

undefined (1 param)

/* CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick(void*) */

void CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick(void *param_1)

{
  CBaseEdict *this;
  int iVar1;
  
  if (*(char *)((int)param_1 + 0x6c) == '\0') {
    this = *(CBaseEdict **)((int)param_1 + 0x30);
    if (this != (CBaseEdict *)0x0) {
      *(uint *)this = *(uint *)this | 0x101;
      iVar1 = CBaseEdict::GetChangeAccessor(this);
      *(undefined2 *)(iVar1 + 2) = 0;
    }
    return;
  }
  *(byte *)((int)param_1 + 0x70) = *(byte *)((int)param_1 + 0x70) | 1;
  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)