L L4D2node

CServerNetworkProperty::MarkForDeletion

0x00821480 · 18 bytes · __thiscall

_ZN22CServerNetworkProperty15MarkForDeletionEv

Decompiled

undefined (1 param)

/* CServerNetworkProperty::MarkForDeletion() */

void __thiscall CServerNetworkProperty::MarkForDeletion(CServerNetworkProperty *this)

{
  *(uint *)(*(int *)(this + 8) + 0x14c) = *(uint *)(*(int *)(this + 8) + 0x14c) | 1;
  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)