L L4D2node

PackedEntity::SetServerAndClientClass

0x001d6220 · 48 bytes · __thiscall

_ZN12PackedEntity23SetServerAndClientClassEP11ServerClassP11ClientClass

Decompiled

undefined (3 params)

/* PackedEntity::SetServerAndClientClass(ServerClass*, ClientClass*) */

void __thiscall
PackedEntity::SetServerAndClientClass(PackedEntity *this,ServerClass *param_1,ClientClass *param_2)

{
  *(ServerClass **)this = param_1;
  *(ClientClass **)(this + 4) = param_2;
  if (param_1 != (ServerClass *)0x0) {
    this[0x33] = (PackedEntity)
                 ((byte)this[0x33] & 0x7f | (*(byte *)(*(int *)(param_1 + 4) + 0x10) >> 2) << 7);
  }
  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)