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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.