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 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.