CTerrorWeapon::NetworkVar_m_helpingHandTimer::NetworkStateChanged
0x00575d40 · 92 bytes · __thiscall
_ZN13CTerrorWeapon29NetworkVar_m_helpingHandTimer19NetworkStateChangedEv
Decompiled
undefined (1 param)
/* CTerrorWeapon::NetworkVar_m_helpingHandTimer::NetworkStateChanged() */
void __thiscall
CTerrorWeapon::NetworkVar_m_helpingHandTimer::NetworkStateChanged
(NetworkVar_m_helpingHandTimer *this)
{
undefined4 uVar1;
CBaseEdict *this_00;
int iVar2;
if (this[-0x14a8] == (NetworkVar_m_helpingHandTimer)0x0) {
this_00 = *(CBaseEdict **)(this + -0x14e4);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[-0x14a4] = (NetworkVar_m_helpingHandTimer)((byte)this[-0x14a4] | 1);
}
uVar1 = *(undefined4 *)(gpGlobals + 0xc);
*(undefined4 *)(this + -0x149c) = 0;
*(undefined4 *)(this + -0x14a0) = 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.