L L4D2node

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 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)