L L4D2node

EnableNoClip

0x00643e10 · 163 bytes · __cdecl

_Z12EnableNoClipP11CBasePlayer

Decompiled

undefined (1 param)

/* EnableNoClip(CBasePlayer*) */

void EnableNoClip(CBasePlayer *param_1)

{
  CEventLog *this;
  undefined4 uVar1;
  
  (**(code **)(*(int *)param_1 + 0x98))(param_1,0,0xffffffff);
  CBaseEntity::SetMoveType((CBaseEntity *)param_1,8,0);
  ClientPrint(param_1,2,"noclip ON\n",(char *)0x0,(char *)0x0,(char *)0x0,(char *)0x0);
  *(uint *)(param_1 + 0x14c) = *(uint *)(param_1 + 0x14c) | 4;
  this = (CEventLog *)TheLog();
  uVar1 = CEventLog::FormatPlayer(this,(CBaseEntity *)param_1);
  UTIL_LogPrintf("%s entered NOCLIP mode\n",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)