L L4D2node

CBaseClientState::SetEntityBaseline

0x00102740 · 126 bytes · __thiscall

_ZN16CBaseClientState17SetEntityBaselineEiP11ClientClassiPci

Decompiled

undefined (6 params)

/* CBaseClientState::SetEntityBaseline(int, ClientClass*, int, char*, int) */

void __thiscall
CBaseClientState::SetEntityBaseline
          (CBaseClientState *this,int param_1,ClientClass *param_2,int param_3,char *param_4,
          int param_5)

{
  PackedEntity *this_00;
  int iVar1;
  
  iVar1 = param_1 * 0x800 + param_3;
  this_00 = *(PackedEntity **)(this + iVar1 * 4 + 0x1c4);
  if (this_00 == (PackedEntity *)0x0) {
    this_00 = operator_new(0x34);
                    /* try { // try from 001027b1 to 001027b5 has its CatchHandler @ 001027be */
    PackedEntity::PackedEntity(this_00);
    *(PackedEntity **)(this + iVar1 * 4 + 0x1c4) = this_00;
  }
  *(int *)(this_00 + 8) = param_3;
  *(undefined4 *)this_00 = 0;
  *(ClientClass **)(this_00 + 4) = param_2;
  PackedEntity::AllocAndCopyPadded(this_00,param_4,param_5);
  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)