L L4D2node

CPointCommentaryNode::SetDisabled

0x0064ade0 · 137 bytes · __thiscall

_ZN20CPointCommentaryNode11SetDisabledEb

Decompiled

undefined (2 params)

/* CPointCommentaryNode::SetDisabled(bool) */

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

{
  CBaseEdict *this_00;
  int iVar1;
  uint *puVar2;
  uint uVar3;
  
  this[0x1449] = (CPointCommentaryNode)param_1;
  if (!param_1) {
    uVar3 = *(uint *)(this + 0xd4) & 0xffffffdf;
    if (*(uint *)(this + 0xd4) == uVar3) {
      puVar2 = *(uint **)(this + 0x30);
    }
    else {
      if (this[0x6c] == (CPointCommentaryNode)0x0) {
        this_00 = *(CBaseEdict **)(this + 0x30);
        puVar2 = (uint *)0x0;
        if (this_00 != (CBaseEdict *)0x0) {
          *(uint *)this_00 = *(uint *)this_00 | 0x101;
          iVar1 = CBaseEdict::GetChangeAccessor(this_00);
          *(undefined2 *)(iVar1 + 2) = 0;
          puVar2 = *(uint **)(this + 0x30);
        }
      }
      else {
        this[0x70] = (CPointCommentaryNode)((byte)this[0x70] | 1);
        puVar2 = *(uint **)(this + 0x30);
      }
      *(uint *)(this + 0xd4) = uVar3;
    }
    if (puVar2 != (uint *)0x0) {
      *puVar2 = *puVar2 | 0x80;
    }
    CBaseEntity::DispatchUpdateTransmitState((CBaseEntity *)this);
    return;
  }
  CBaseEntity::AddEffects((CBaseEntity *)this,0x20);
  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)