L L4D2node

PhysSetEntityGameFlags

0x0077d270 · 127 bytes · __cdecl

_Z22PhysSetEntityGameFlagsP11CBaseEntityt

Decompiled

undefined (2 params)

/* PhysSetEntityGameFlags(CBaseEntity*, unsigned short) */

void PhysSetEntityGameFlags(CBaseEntity *param_1,ushort param_2)

{
  int *piVar1;
  ushort uVar2;
  int iVar3;
  int iVar4;
  undefined4 local_101c [1027];
  
  iVar3 = (**(code **)(*(int *)param_1 + 0x2b8))(param_1,local_101c,0x400);
  if (0 < iVar3) {
    iVar4 = 0;
    do {
      piVar1 = (int *)local_101c[iVar4];
      iVar4 = iVar4 + 1;
      uVar2 = (**(code **)(*piVar1 + 0x50))(piVar1);
      (**(code **)(*piVar1 + 0x4c))(piVar1,uVar2 | param_2);
    } while (iVar4 != iVar3);
  }
  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)