L L4D2node

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 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)