L L4D2node

CEnvPlayerSurfaceTrigger::SetPlayerSurface

0x006933b0 · 125 bytes · __cdecl

_ZN24CEnvPlayerSurfaceTrigger16SetPlayerSurfaceEP11CBasePlayerc

Decompiled

undefined (2 params)

/* CEnvPlayerSurfaceTrigger::SetPlayerSurface(CBasePlayer*, char) */

void CEnvPlayerSurfaceTrigger::SetPlayerSurface(CBasePlayer *param_1,char param_2)

{
  uint uVar1;
  int iVar2;
  CEnvPlayerSurfaceTrigger *this;
  undefined *puVar3;
  int iVar4;
  
  iVar2 = DAT_00fdcd84;
  if ((param_2 != '\0') && (0 < DAT_00fdcd84)) {
    iVar4 = 0;
    do {
      this = (CEnvPlayerSurfaceTrigger *)0x0;
      uVar1 = *(uint *)(g_PlayerSurfaceTriggers + iVar4 * 4);
      if (((uVar1 != 0xffffffff) &&
          (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
         (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) {
        this = *(CEnvPlayerSurfaceTrigger **)(puVar3 + 4);
      }
      iVar4 = iVar4 + 1;
      PlayerSurfaceChanged(this,param_1,param_2);
    } while (iVar4 != iVar2);
  }
  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)