L L4D2node

CServerNetworkProperty::GetServerClass

0x00820ff0 · 43 bytes · __thiscall

_ZN22CServerNetworkProperty14GetServerClassEv

Decompiled

undefined (1 param)

/* CServerNetworkProperty::GetServerClass() */

void __thiscall CServerNetworkProperty::GetServerClass(CServerNetworkProperty *this)

{
  undefined4 uVar1;
  
  if (*(int *)(this + 0x30) != 0) {
    return;
  }
  uVar1 = (**(code **)(**(int **)(this + 8) + 0x28))(*(int **)(this + 8));
  *(undefined4 *)(this + 0x30) = uVar1;
  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)