L L4D2node

CBasePlayer::PrepareForFullUpdate

0x007b8df0 · 146 bytes · __thiscall

_ZN11CBasePlayer20PrepareForFullUpdateEv

Decompiled

undefined (1 param)

/* CBasePlayer::PrepareForFullUpdate() */

void __thiscall CBasePlayer::PrepareForFullUpdate(CBasePlayer *this)

{
  float fVar1;
  CBaseEntity *pCVar2;
  char cVar3;
  uint uVar4;
  
  if (this[0x2348] != (CBasePlayer)0x0) {
    this[0x2348] = (CBasePlayer)0x0;
    if (*(int *)(this + 0x30) == 0) {
      cVar3 = '\0';
    }
    else {
      cVar3 = (char)(*(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4);
    }
    pCVar2 = (CBaseEntity *)0x0;
    uVar4 = 1 << (cVar3 - 1U & 0x1f);
    while( true ) {
      pCVar2 = (CBaseEntity *)CGlobalEntityList::NextEnt((CGlobalEntityList *)gEntList,pCVar2);
      if (pCVar2 == (CBaseEntity *)0x0) break;
      if ((*(uint *)(pCVar2 + 0x78) & uVar4) != 0) {
        *(uint *)(pCVar2 + 0x78) = *(uint *)(pCVar2 + 0x78) & ~uVar4;
      }
    }
    fVar1 = *(float *)(gpGlobals + 0xc);
    *(undefined4 *)(this + 0x2340) = 0;
    *(float *)(this + 0x233c) = fVar1 + 2.5;
  }
  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)