L L4D2node

CServerNetworkProperty::NetworkStateChanged

0x006f3980 · 47 bytes · __regparm3

_ZN22CServerNetworkProperty19NetworkStateChangedEt.isra.5

Decompiled

undefined (1 param)

/* CServerNetworkProperty::NetworkStateChanged(unsigned short) [clone .isra.5] */

void __regparm3 CServerNetworkProperty::NetworkStateChanged(ushort param_1)

{
  CBaseEdict *this;
  undefined2 in_register_00000002;
  int iVar1;
  
  iVar1 = CONCAT22(in_register_00000002,param_1);
  if (*(char *)(iVar1 + 0x48) == '\0') {
    this = *(CBaseEdict **)(iVar1 + 0xc);
    if (this != (CBaseEdict *)0x0) {
      *(uint *)this = *(uint *)this | 0x101;
      iVar1 = CBaseEdict::GetChangeAccessor(this);
      *(undefined2 *)(iVar1 + 2) = 0;
    }
    return;
  }
  *(byte *)(iVar1 + 0x4c) = *(byte *)(iVar1 + 0x4c) | 1;
  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)