L L4D2node

CPlayerLocalData::NetworkVar_m_skybox3d::NetworkStateChanged

0x007c6bc0 · 26 bytes · __thiscall

_ZN16CPlayerLocalData21NetworkVar_m_skybox3d19NetworkStateChangedEv

Decompiled

undefined (1 param)

/* CPlayerLocalData::NetworkVar_m_skybox3d::NetworkStateChanged() */

void __thiscall
CPlayerLocalData::NetworkVar_m_skybox3d::NetworkStateChanged(NetworkVar_m_skybox3d *this)

{
                    /* WARNING: Could not recover jumptable at 0x007c6bd8. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (*(code *)**(undefined4 **)(this + -0x94))();
  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)