L L4D2node

CBaseEntity::CacheBotQueryResult

0x0060d300 · 92 bytes · __thiscall

_ZN11CBaseEntity19CacheBotQueryResultEiib

Decompiled

undefined (4 params)

/* CBaseEntity::CacheBotQueryResult(int, int, bool) */

void __thiscall
CBaseEntity::CacheBotQueryResult(CBaseEntity *this,int param_1,int param_2,bool param_3)

{
  uint uVar1;
  
  if (*(int *)(this + 0x404) == param_1) {
    uVar1 = *(uint *)(this + 0x400);
  }
  else {
    *(int *)(this + 0x404) = param_1;
    uVar1 = 0;
    *(undefined4 *)(this + 0x400) = 0;
  }
  if (!param_3) {
    *(uint *)(this + 0x400) = param_2 | uVar1;
    *(uint *)(this + 0x3fc) = *(uint *)(this + 0x3fc) & ~param_2;
    return;
  }
  *(uint *)(this + 0x3fc) = *(uint *)(this + 0x3fc) | param_2;
  *(uint *)(this + 0x400) = param_2 | uVar1;
  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)