CBaseEntity::AddFlag
0x0040cb30 · 90 bytes · __thiscall
_ZN11CBaseEntity7AddFlagEi
Decompiled
undefined (2 params)
/* CBaseEntity::AddFlag(int) */
void __thiscall CBaseEntity::AddFlag(CBaseEntity *this,int param_1)
{
uint uVar1;
uint uVar2;
uint uVar3;
uVar1 = *(uint *)(this + 0x150);
uVar3 = param_1 | uVar1;
uVar2 = uVar1;
if (uVar1 != uVar3) {
(**(code **)(*(int *)this + 0x2e4))(this,this + 0x150);
*(uint *)(this + 0x150) = uVar3;
uVar2 = uVar3;
}
CGlobalEntityList::ReportEntityFlagsChanged((CGlobalEntityList *)gEntList,this,uVar1,uVar2);
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.