L L4D2node

CBeam::SetStartEntity

0x00426ce0 · 174 bytes · __thiscall

_ZN5CBeam14SetStartEntityEP11CBaseEntity

Decompiled

undefined (2 params)

/* CBeam::SetStartEntity(CBaseEntity*) */

void __thiscall CBeam::SetStartEntity(CBeam *this,CBaseEntity *param_1)

{
  CBaseEdict *this_00;
  undefined4 *puVar1;
  int iVar2;
  undefined4 local_10;
  
  local_10 = 0xffffffff;
  if (param_1 != (CBaseEntity *)0x0) {
    puVar1 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
    local_10 = *puVar1;
  }
  iVar2 = memcmp(this + 0x460,&local_10,4);
  if (iVar2 != 0) {
    if (this[0x6c] == (CBeam)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;
      }
      *(undefined4 *)(this + 0x460) = local_10;
    }
    else {
      this[0x70] = (CBeam)((byte)this[0x70] | 1);
      *(undefined4 *)(this + 0x460) = local_10;
    }
  }
  (**(code **)(*(int *)this + 0x50))(this,param_1);
  RelinkBeam(this);
  *(uint *)(param_1 + 0x14c) = *(uint *)(param_1 + 0x14c) | 0x80;
  CBaseEntity::DispatchUpdateTransmitState(param_1);
  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)