CTerrorPlayer::NetworkVar_m_hangTimer::NetworkStateChanged
0x009e4d10 · 92 bytes · __thiscall
_ZN13CTerrorPlayer22NetworkVar_m_hangTimer19NetworkStateChangedEv
Decompiled
undefined (1 param)
/* CTerrorPlayer::NetworkVar_m_hangTimer::NetworkStateChanged() */
void __thiscall
CTerrorPlayer::NetworkVar_m_hangTimer::NetworkStateChanged(NetworkVar_m_hangTimer *this)
{
undefined4 uVar1;
CBaseEdict *this_00;
int iVar2;
if (this[-0x3988] == (NetworkVar_m_hangTimer)0x0) {
this_00 = *(CBaseEdict **)(this + -0x39c4);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[-0x3984] = (NetworkVar_m_hangTimer)((byte)this[-0x3984] | 1);
}
uVar1 = *(undefined4 *)(gpGlobals + 0xc);
*(undefined4 *)(this + -0x397c) = 0;
*(undefined4 *)(this + -0x3980) = uVar1;
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.