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 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.