CBeam::SetEndEntity
0x00426da0 · 211 bytes · __thiscall
_ZN5CBeam12SetEndEntityEP11CBaseEntity
Decompiled
undefined (2 params)
/* CBeam::SetEndEntity(CBaseEntity*) */
void __thiscall CBeam::SetEndEntity(CBeam *this,CBaseEntity *param_1)
{
int iVar1;
CBaseEdict *this_00;
undefined4 *puVar2;
int iVar3;
undefined4 local_20 [4];
local_20[0] = 0xffffffff;
if (param_1 != (CBaseEntity *)0x0) {
puVar2 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
local_20[0] = *puVar2;
}
iVar1 = *(int *)(this + 0x450) + -1;
iVar3 = memcmp(this + iVar1 * 4 + 0x460,local_20,4);
if (iVar3 != 0) {
if (this[0x6c] == (CBeam)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar3 + 2) = 0;
}
*(undefined4 *)(this + iVar1 * 4 + 0x460) = local_20[0];
}
else {
this[0x70] = (CBeam)((byte)this[0x70] | 1);
*(undefined4 *)(this + iVar1 * 4 + 0x460) = local_20[0];
}
}
if (param_1 == (CBaseEntity *)0x0) {
*(undefined4 *)(this + 0x4dc) = 0xffffffff;
}
else {
puVar2 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
*(undefined4 *)(this + 0x4dc) = *puVar2;
}
RelinkBeam(this);
*(uint *)(param_1 + 0x14c) = *(uint *)(param_1 + 0x14c) | 0x80;
CBaseEntity::DispatchUpdateTransmitState(param_1);
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.