L L4D2node

CEnv_Blocker::SetBlockState

0x0068ba90 · 64 bytes · __thiscall

_ZN12CEnv_Blocker13SetBlockStateEv

Decompiled

undefined (1 param)

/* CEnv_Blocker::SetBlockState() */

void __thiscall CEnv_Blocker::SetBlockState(CEnv_Blocker *this)

{
  if (this[0x440] == (CEnv_Blocker)0x0) {
    CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),0);
    return;
  }
  CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),2);
  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)