L L4D2node

CServerNetworkProperty::AttachEdict

0x00821330 · 75 bytes · __thiscall

_ZN22CServerNetworkProperty11AttachEdictEP7edict_t

Decompiled

undefined (2 params)

/* CServerNetworkProperty::AttachEdict(edict_t*) */

void __thiscall CServerNetworkProperty::AttachEdict(CServerNetworkProperty *this,edict_t *param_1)

{
  uint *puVar1;
  uint uVar2;
  
  if (param_1 == (edict_t *)0x0) {
    param_1 = (edict_t *)(**(code **)(*engine + 0x58))(engine,0xffffffff);
  }
  *(edict_t **)(this + 0xc) = param_1;
  uVar2 = (**(code **)(*(int *)this + 0x1c))(this);
  puVar1 = *(uint **)(this + 0xc);
  puVar1[3] = uVar2;
  *puVar1 = ~-(uint)(uVar2 == 0) & 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)