L L4D2node

CBaseEntity::SetParent

0x00607f90 · 421 bytes · __cdecl

_ZN11CBaseEntity9SetParentE8string_tPS_i

Decompiled

undefined (3 params)

/* CBaseEntity::SetParent(string_t, CBaseEntity*, int) */

void CBaseEntity::SetParent(CBaseEntity *param_1,char *param_2,CBaseEntity *param_3)

{
  CBaseEntity *pCVar1;
  int iVar2;
  undefined4 uVar3;
  undefined1 *puVar4;
  
  if (param_2 == (char *)0x0) {
    param_2 = "";
    pCVar1 = (CBaseEntity *)
             CGlobalEntityList::FindEntityByName
                       ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,"",(CBaseEntity *)0x0,
                        param_3,(CBaseEntity *)0x0,(IEntityFindFilter *)0x0);
    iVar2 = CGlobalEntityList::FindEntityByName
                      ((CGlobalEntityList *)gEntList,pCVar1,"",(CBaseEntity *)0x0,param_3,
                       (CBaseEntity *)0x0,(IEntityFindFilter *)0x0);
  }
  else {
    pCVar1 = (CBaseEntity *)
             CGlobalEntityList::FindEntityByName
                       ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,param_2,(CBaseEntity *)0x0,
                        param_3,(CBaseEntity *)0x0,(IEntityFindFilter *)0x0);
    if (pCVar1 == (CBaseEntity *)0x0) {
      GetDebugName(param_1);
      Msg();
      return;
    }
    iVar2 = CGlobalEntityList::FindEntityByName
                      ((CGlobalEntityList *)gEntList,pCVar1,param_2,(CBaseEntity *)0x0,param_3,
                       (CBaseEntity *)0x0,(IEntityFindFilter *)0x0);
  }
  if (iVar2 != 0) {
    uVar3 = GetDebugName(param_1);
    puVar4 = &DAT_00d539c2;
    if (*(undefined1 **)(param_1 + 0x7c) != (undefined1 *)0x0) {
      puVar4 = *(undefined1 **)(param_1 + 0x7c);
    }
    Msg("Entity %s(%s) is ambiguously parented to %s, because there is more than one entity by that name.\n"
        ,puVar4,uVar3,param_2);
  }
                    /* WARNING: Could not recover jumptable at 0x0060807e. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)param_1 + 0x98))();
  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)