L L4D2node

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 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)