L L4D2node

CHostState::SetState

0x00183010 · 22 bytes · __thiscall

_ZN10CHostState8SetStateE10HOSTSTATESb

Decompiled

undefined (3 params)

/* CHostState::SetState(HOSTSTATES, bool) */

void __thiscall CHostState::SetState(CHostState *this,undefined4 param_2,char param_3)

{
  *(undefined4 *)this = param_2;
  if (param_3 != '\0') {
    *(undefined4 *)(this + 4) = param_2;
  }
  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)