L L4D2node

CSave::EntityFlagsSet

0x004a8d20 · 69 bytes · __thiscall

_ZN5CSave14EntityFlagsSetEii

Decompiled

undefined (3 params)

/* CSave::EntityFlagsSet(int, int) */

undefined4 __thiscall CSave::EntityFlagsSet(CSave *this,int param_1,int param_2)

{
  uint *puVar1;
  int iVar2;
  undefined4 uVar3;
  
  uVar3 = 0;
  iVar2 = *(int *)(this + 0x1c);
  if (((iVar2 != 0) && (-1 < param_1)) && (param_1 <= *(int *)(iVar2 + 0x55c))) {
    puVar1 = (uint *)(*(int *)(iVar2 + 0x560) + param_1 * 0x38 + 0x1c);
    *puVar1 = *puVar1 | param_2;
    uVar3 = *(undefined4 *)(*(int *)(*(int *)(this + 0x1c) + 0x560) + 0x1c + param_1 * 0x38);
  }
  return uVar3;
}

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)