L L4D2node

CBasePlayer::ForceClientDllUpdate

0x007a7e80 · 60 bytes · __thiscall

_ZN11CBasePlayer20ForceClientDllUpdateEv

Decompiled

undefined (1 param)

/* CBasePlayer::ForceClientDllUpdate() */

void __thiscall CBasePlayer::ForceClientDllUpdate(CBasePlayer *this)

{
  *(undefined4 *)(this + 0x1f4c) = 0xffffffff;
  *(uint *)(this + 0x1d18) = *(uint *)(this + 0x1d18) | 0xc0;
  this[0x1f46] = (CBasePlayer)0x0;
  this[0x1f44] = (CBasePlayer)0x1;
  (**(code **)(*(int *)this + 0x5dc))(this);
  UTIL_RestartAmbientSounds();
  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)