L L4D2node

CBaseHandle::Set

0x00375a6e · 27 bytes · __thiscall

_ZN11CBaseHandle3SetEPK13IHandleEntity.part.18

Decompiled

undefined (2 params)

/* CBaseHandle::Set(IHandleEntity const*) [clone .part.18] */

void __thiscall CBaseHandle::Set(CBaseHandle *this,IHandleEntity *param_1)

{
  undefined4 *in_EAX;
  undefined4 *puVar1;
  int *in_EDX;
  
  puVar1 = (undefined4 *)(**(code **)(*in_EDX + 0xc))();
  *in_EAX = *puVar1;
  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)