SetDebugBits
0x00642e80 · 91 bytes · __cdecl
_Z12SetDebugBitsP11CBasePlayerPKci
Decompiled
undefined (3 params)
/* SetDebugBits(CBasePlayer*, char const*, int) */
void SetDebugBits(CBasePlayer *param_1,char *param_2,int param_3)
{
uint uVar1;
CBaseEntity *pCVar2;
if (param_1 != (CBasePlayer *)0x0) {
pCVar2 = (CBaseEntity *)0x0;
while( true ) {
pCVar2 = (CBaseEntity *)GetNextCommandEntity(param_1,param_2,pCVar2);
if (pCVar2 == (CBaseEntity *)0x0) break;
uVar1 = *(uint *)(pCVar2 + 0x110);
if ((param_3 & uVar1) == 0) {
*(uint *)(pCVar2 + 0x110) = uVar1 | param_3;
}
else {
*(uint *)(pCVar2 + 0x110) = uVar1 & ~param_3;
}
}
}
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.