L L4D2node

GlobalEntity_SetState

0x006d69a0 · 47 bytes · __cdecl

_Z21GlobalEntity_SetStatei12GLOBALESTATE

Decompiled

undefined (2 params)

/* GlobalEntity_SetState(int, GLOBALESTATE) */

void GlobalEntity_SetState(int param_1,undefined4 param_2)

{
  if (((gGlobalState[0x44] == '\0') && (-1 < param_1)) && (param_1 < (int)gGlobalState._84_4_)) {
    *(undefined4 *)(gGlobalState._72_4_ + param_1 * 0xc + 4) = param_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)