L L4D2node

CBaseEntity::SetEffects

0x0040ccb0 · 146 bytes · __thiscall

_ZN11CBaseEntity10SetEffectsEi

Decompiled

undefined (2 params)

/* CBaseEntity::SetEffects(int) */

void __thiscall CBaseEntity::SetEffects(CBaseEntity *this,int param_1)

{
  CBaseEdict *this_00;
  char cVar1;
  int iVar2;
  
  if (*(int *)(this + 0xd4) == param_1) {
    return;
  }
  if (this[0x6c] == (CBaseEntity)0x0) {
    this_00 = *(CBaseEdict **)(this + 0x30);
    if (this_00 != (CBaseEdict *)0x0) {
      *(uint *)this_00 = *(uint *)this_00 | 0x101;
      iVar2 = CBaseEdict::GetChangeAccessor(this_00);
      *(undefined2 *)(iVar2 + 2) = 0;
    }
  }
  else {
    this[0x70] = (CBaseEntity)((byte)this[0x70] | 1);
  }
  *(int *)(this + 0xd4) = param_1;
  if ((param_1 & 8U) != 0) {
    CGlobalEntityList::AddPostClientMessageEntity((CGlobalEntityList *)gEntList,this);
    cVar1 = (**(code **)(*(int *)this + 0x16c))(this);
    if (cVar1 != '\0') {
      CBasePlayer::IncrementEFNoInterpParity((CBasePlayer *)this);
      DispatchUpdateTransmitState(this);
      return;
    }
  }
  DispatchUpdateTransmitState(this);
  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)