L L4D2node

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 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)