L L4D2node

CC_Prop_Debug

0x007e3c20 · 121 bytes · unknown

_Z13CC_Prop_Debugv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* CC_Prop_Debug() */

void CC_Prop_Debug(void)

{
  uint uVar1;
  int iVar2;
  CBaseEntity *pCVar3;
  
  pCVar3 = (CBaseEntity *)0x0;
  while (pCVar3 = (CBaseEntity *)CGlobalEntityList::NextEnt((CGlobalEntityList *)gEntList,pCVar3),
        pCVar3 != (CBaseEntity *)0x0) {
    iVar2 = __dynamic_cast(pCVar3,&CBaseEntity::typeinfo,&CBaseProp::typeinfo,0);
    if (iVar2 != 0) {
      uVar1 = *(uint *)(iVar2 + 0x110);
      if ((uVar1 & 0x10000000) == 0) {
        *(uint *)(iVar2 + 0x110) = uVar1 | 0x10000000;
      }
      else {
        *(uint *)(iVar2 + 0x110) = uVar1 & 0xefffffff;
      }
    }
  }
  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)