L L4D2node

CEnvPhysicsBlocker::SetBlockState

0x0068bec0 · 79 bytes · __thiscall

_ZN18CEnvPhysicsBlocker13SetBlockStateEv

Decompiled

undefined (1 param)

/* CEnvPhysicsBlocker::SetBlockState() */

void __thiscall CEnvPhysicsBlocker::SetBlockState(CEnvPhysicsBlocker *this)

{
  if (this[0x45c] == (CEnvPhysicsBlocker)0x0) {
    CCollisionProperty::SetSolidFlags
              ((CCollisionProperty *)(this + 0x194),(uint)(*(ushort *)(this + 0x1b4) | 4));
    return;
  }
  CCollisionProperty::SetSolidFlags
            ((CCollisionProperty *)(this + 0x194),*(ushort *)(this + 0x1b4) & 0xfffffffb);
  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)