CServerNetworkProperty::NetworkStateChanged
0x009f7510 · 47 bytes · __regparm3
_ZN22CServerNetworkProperty19NetworkStateChangedEt.isra.15
Decompiled
undefined (1 param)
/* CServerNetworkProperty::NetworkStateChanged(unsigned short) [clone .isra.15] */
void __regparm3 CServerNetworkProperty::NetworkStateChanged(ushort param_1)
{
CBaseEdict *this;
undefined2 in_register_00000002;
int iVar1;
iVar1 = CONCAT22(in_register_00000002,param_1);
if (*(char *)(iVar1 + 0x48) == '\0') {
this = *(CBaseEdict **)(iVar1 + 0xc);
if (this != (CBaseEdict *)0x0) {
*(uint *)this = *(uint *)this | 0x101;
iVar1 = CBaseEdict::GetChangeAccessor(this);
*(undefined2 *)(iVar1 + 2) = 0;
}
return;
}
*(byte *)(iVar1 + 0x4c) = *(byte *)(iVar1 + 0x4c) | 1;
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.