CFuncMoveLinear::NetworkStateChanged_m_fFlags
0x006c25d0 · 77 bytes · __thiscall
_ZN15CFuncMoveLinear28NetworkStateChanged_m_fFlagsEv
Decompiled
undefined (1 param)
/* CFuncMoveLinear::NetworkStateChanged_m_fFlags() */
void __thiscall CFuncMoveLinear::NetworkStateChanged_m_fFlags(CFuncMoveLinear *this)
{
undefined4 uVar1;
CBaseEdict *this_00;
int iVar2;
if (this[0x6c] == (CFuncMoveLinear)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CFuncMoveLinear)((byte)this[0x70] | 1);
}
uVar1 = *(undefined4 *)(gpGlobals + 0xc);
*(undefined4 *)(this + 0x78) = 0;
*(undefined4 *)(this + 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.