L L4D2node

CBaseEntity::SetPlayerSimulated

0x0040c5a0 · 125 bytes · __thiscall

_ZN11CBaseEntity18SetPlayerSimulatedEP11CBasePlayer

Decompiled

undefined (2 params)

/* CBaseEntity::SetPlayerSimulated(CBasePlayer*) */

void __thiscall CBaseEntity::SetPlayerSimulated(CBaseEntity *this,CBasePlayer *param_1)

{
  CBaseEdict *this_00;
  int iVar1;
  undefined4 *puVar2;
  
  if (this[0x3c4] != (CBaseEntity)0x1) {
    if (this[0x6c] == (CBaseEntity)0x0) {
      this_00 = *(CBaseEdict **)(this + 0x30);
      if (this_00 != (CBaseEdict *)0x0) {
        *(uint *)this_00 = *(uint *)this_00 | 0x101;
        iVar1 = CBaseEdict::GetChangeAccessor(this_00);
        *(undefined2 *)(iVar1 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CBaseEntity)((byte)this[0x70] | 1);
    }
    this[0x3c4] = (CBaseEntity)0x1;
  }
  CBasePlayer::AddToPlayerSimulationList(param_1,this);
  if (param_1 != (CBasePlayer *)0x0) {
    puVar2 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
    *(undefined4 *)(this + 0x3c8) = *puVar2;
    return;
  }
  *(undefined4 *)(this + 0x3c8) = 0xffffffff;
  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)