L L4D2node

CServerNetworkProperty::RecomputePVSInformation

0x008214c0 · 65 bytes · __thiscall

_ZN22CServerNetworkProperty23RecomputePVSInformationEv

Decompiled

undefined (1 param)

/* CServerNetworkProperty::RecomputePVSInformation() */

void __thiscall CServerNetworkProperty::RecomputePVSInformation(CServerNetworkProperty *this)

{
  uint *puVar1;
  
  puVar1 = *(uint **)(this + 0xc);
  if ((puVar1 != (uint *)0x0) && ((*puVar1 & 0x80) != 0)) {
    *puVar1 = *puVar1 & 0xffffff7f;
    (**(code **)(*engine + 300))(engine,*(undefined4 *)(this + 0xc),this + 0x10);
  }
  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)