L L4D2node

CServerNetworkProperty::CServerNetworkProperty

0x00821250 · 105 bytes · __thiscall

_ZN22CServerNetworkPropertyC1Ev

Decompiled

undefined (1 param)

/* CServerNetworkProperty::CServerNetworkProperty() */

void __thiscall CServerNetworkProperty::CServerNetworkProperty(CServerNetworkProperty *this)

{
  *(undefined ***)this = &PTR_GetEntityHandle_00ccd828;
  *(undefined **)(this + 4) = &DAT_00ccd864;
  *(undefined4 *)(this + 0x34) = 0xffffffff;
                    /* try { // try from 00821276 to 0082127a has its CatchHandler @ 008212b9 */
  CEventRegister::CEventRegister((CEventRegister *)(this + 0x38));
  this[0x4c] = (CServerNetworkProperty)((byte)this[0x4c] & 0xfe);
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined2 *)(this + 0x12) = 0;
  *(undefined4 *)(this + 8) = 0;
  *(undefined4 *)(this + 0x30) = 0;
                    /* try { // try from 008212ac to 008212b0 has its CatchHandler @ 008212c7 */
  CEventRegister::Init
            ((CEventRegister *)(this + 0x38),(CTimedEventMgr *)g_NetworkPropertyEventMgr,
             (IEventRegisterCallback *)(this + 4));
  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)