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 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.