L L4D2node

CBaseEntity::SetRefEHandle

0x005ff9e0 · 37 bytes · __thiscall

_ZN11CBaseEntity13SetRefEHandleERK11CBaseHandle

Decompiled

undefined (2 params)

/* CBaseEntity::SetRefEHandle(CBaseHandle const&) */

void __thiscall CBaseEntity::SetRefEHandle(CBaseEntity *this,CBaseHandle *param_1)

{
  uint uVar1;
  
  uVar1 = *(uint *)param_1;
  *(uint *)(this + 0x3b4) = uVar1;
  if (*(int *)(this + 0x30) != 0) {
    *(uint *)(*(int *)(this + 0x30) + 4) = uVar1 >> 0xc & 0x3ff;
  }
  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)