CServerNetworkProperty::FireEvent
0x00821050 · 49 bytes · __thiscall
_ZN22CServerNetworkProperty9FireEventEv
Decompiled
undefined (1 param)
/* CServerNetworkProperty::FireEvent() */
void __thiscall CServerNetworkProperty::FireEvent(CServerNetworkProperty *this)
{
CBaseEdict *this_00;
int iVar1;
if (((byte)this[0x4c] & 1) != 0) {
this_00 = *(CBaseEdict **)(this + 0xc);
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar1 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar1 + 2) = 0;
this[0x4c] = (CServerNetworkProperty)((byte)this[0x4c] & 0xfe);
}
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.