L L4D2node

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 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)