L L4D2node

CPointCommentaryNode::SetUnderCrosshair

0x00649aa0 · 129 bytes · __thiscall

_ZN20CPointCommentaryNode17SetUnderCrosshairEb

Decompiled

undefined (2 params)

/* CPointCommentaryNode::SetUnderCrosshair(bool) */

void __thiscall CPointCommentaryNode::SetUnderCrosshair(CPointCommentaryNode *this,bool param_1)

{
  float fVar1;
  CBaseEdict *this_00;
  int iVar2;
  
  if (param_1) {
    this[0x141d] = (CPointCommentaryNode)0x1;
    if ((this[0x1488] == (CPointCommentaryNode)0x0) &&
       (fVar1 = *(float *)(gpGlobals + 0xc), fVar1 != *(float *)(this + 0x90))) {
      if (this[0x6c] == (CPointCommentaryNode)0x0) {
        this_00 = *(CBaseEdict **)(this + 0x30);
        if (this_00 != (CBaseEdict *)0x0) {
          *(uint *)this_00 = *(uint *)this_00 | 0x101;
          iVar2 = CBaseEdict::GetChangeAccessor(this_00);
          *(undefined2 *)(iVar2 + 2) = 0;
        }
      }
      else {
        this[0x70] = (CPointCommentaryNode)((byte)this[0x70] | 1);
      }
      *(float *)(this + 0x90) = fVar1;
    }
    return;
  }
  this[0x141d] = (CPointCommentaryNode)0x0;
  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)