L L4D2node

coerciblevariant_t::SetEntity

0x00644c80 · 90 bytes · __thiscall

_ZN18coerciblevariant_t9SetEntityEP11CBaseEntity

Decompiled

undefined (2 params)

/* coerciblevariant_t::SetEntity(CBaseEntity*) */

void __thiscall coerciblevariant_t::SetEntity(coerciblevariant_t *this,CBaseEntity *param_1)

{
  undefined4 *puVar1;
  
  *(undefined4 *)(this + 0x18) = 0;
  if (*(void **)(this + 0xc) != (void *)0x0) {
    operator_delete__(*(void **)(this + 0xc));
    *(undefined4 *)(this + 0xc) = 0;
  }
  if (param_1 == (CBaseEntity *)0x0) {
    *(undefined4 *)(this + 0x10) = 0xffffffff;
  }
  else {
    puVar1 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
    *(undefined4 *)(this + 0x10) = *puVar1;
  }
  *(undefined4 *)(this + 0x18) = 0x10;
  *(undefined4 *)(this + 0x14) = 0xd;
  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)