L L4D2node

CDynamicProp::OverridePropdata

0x007e38c0 · 41 bytes · __thiscall

_ZN12CDynamicProp16OverridePropdataEv

Decompiled

undefined (1 param)

/* CDynamicProp::OverridePropdata() */

undefined4 __thiscall CDynamicProp::OverridePropdata(CDynamicProp *this)

{
  undefined4 uVar1;
  
  uVar1 = 1;
  if (*(char **)(this + 0x7c) != "prop_dynamic_override") {
    uVar1 = CBaseEntity::ClassMatchesComplex((CBaseEntity *)this,"prop_dynamic_override");
  }
  return uVar1;
}

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)