CGameRulesProxy::NotifyNetworkStateChanged
0x0045fb00 · 84 bytes · __cdecl
_ZN15CGameRulesProxy25NotifyNetworkStateChangedEv
Decompiled
undefined (0 params)
/* CGameRulesProxy::NotifyNetworkStateChanged() */
void CGameRulesProxy::NotifyNetworkStateChanged(void)
{
undefined4 uVar1;
CBaseEdict *this;
int iVar2;
int iVar3;
iVar2 = s_pGameRulesProxy;
if (s_pGameRulesProxy != 0) {
if (*(char *)(s_pGameRulesProxy + 0x6c) == '\0') {
this = *(CBaseEdict **)(s_pGameRulesProxy + 0x30);
if (this != (CBaseEdict *)0x0) {
*(uint *)this = *(uint *)this | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(this);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
*(byte *)(s_pGameRulesProxy + 0x70) = *(byte *)(s_pGameRulesProxy + 0x70) | 1;
}
uVar1 = *(undefined4 *)(gpGlobals + 0xc);
*(undefined4 *)(iVar2 + 0x78) = 0;
*(undefined4 *)(iVar2 + 0x74) = uVar1;
}
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.