L L4D2node

CBaseEntity::NetworkVar_m_Collision::NetworkStateChanged

0x00618a80 · 92 bytes · __thiscall

_ZN11CBaseEntity22NetworkVar_m_Collision19NetworkStateChangedEv

Decompiled

undefined (1 param)

/* CBaseEntity::NetworkVar_m_Collision::NetworkStateChanged() */

void __thiscall
CBaseEntity::NetworkVar_m_Collision::NetworkStateChanged(NetworkVar_m_Collision *this)

{
  undefined4 uVar1;
  CBaseEdict *this_00;
  int iVar2;
  
  if (this[-0x128] == (NetworkVar_m_Collision)0x0) {
    this_00 = *(CBaseEdict **)(this + -0x164);
    if (this_00 != (CBaseEdict *)0x0) {
      *(uint *)this_00 = *(uint *)this_00 | 0x101;
      iVar2 = CBaseEdict::GetChangeAccessor(this_00);
      *(undefined2 *)(iVar2 + 2) = 0;
    }
  }
  else {
    this[-0x124] = (NetworkVar_m_Collision)((byte)this[-0x124] | 1);
  }
  uVar1 = *(undefined4 *)(gpGlobals + 0xc);
  *(undefined4 *)(this + -0x11c) = 0;
  *(undefined4 *)(this + -0x120) = 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)