UpdateEntityPenetrationFlag
0x00778070 · 188 bytes · __regparm3
_ZL27UpdateEntityPenetrationFlagP11CBaseEntityb
Decompiled
undefined (2 params)
/* UpdateEntityPenetrationFlag(CBaseEntity*, bool) */
void __regparm3 UpdateEntityPenetrationFlag(CBaseEntity *param_1,bool param_2)
{
int *piVar1;
char cVar2;
ushort uVar3;
int iVar4;
uint uVar5;
int iVar6;
undefined4 local_101c [1027];
if (param_1 != (CBaseEntity *)0x0) {
iVar4 = (**(code **)(*(int *)param_1 + 0x2b8))(param_1,local_101c,0x400);
if (0 < iVar4) {
iVar6 = 0;
do {
while (piVar1 = (int *)local_101c[iVar6], cVar2 = (**(code **)(*piVar1 + 8))(piVar1),
cVar2 != '\0') {
LAB_007780d3:
iVar6 = iVar6 + 1;
if (iVar6 == iVar4) {
return;
}
}
piVar1 = (int *)local_101c[iVar6];
if (param_2) {
uVar3 = (**(code **)(*piVar1 + 0x50))(piVar1);
(**(code **)(*piVar1 + 0x4c))(piVar1,uVar3 | 0x40);
goto LAB_007780d3;
}
uVar5 = (**(code **)(*piVar1 + 0x50))();
iVar6 = iVar6 + 1;
(**(code **)(*piVar1 + 0x4c))(piVar1,uVar5 & 0xffbf);
if (iVar6 == iVar4) {
return;
}
} while( true );
}
}
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.