L L4D2node

CBaseTeamObjectiveResource::SetCPOverlays

0x0083b0a0 · 131 bytes · __thiscall

_ZN26CBaseTeamObjectiveResource13SetCPOverlaysEiii

Decompiled

undefined (4 params)

/* CBaseTeamObjectiveResource::SetCPOverlays(int, int, int) */

void __thiscall
CBaseTeamObjectiveResource::SetCPOverlays
          (CBaseTeamObjectiveResource *this,int param_1,int param_2,int param_3)

{
  CBaseEdict *this_00;
  int iVar1;
  int iVar2;
  
  iVar2 = param_2 * 8 + param_1;
  iVar1 = memcmp(this + iVar2 * 4 + 0x5f4,&param_3,4);
  if (iVar1 == 0) {
    return;
  }
  if (this[0x6c] == (CBaseTeamObjectiveResource)0x0) {
    this_00 = *(CBaseEdict **)(this + 0x30);
    if (this_00 != (CBaseEdict *)0x0) {
      *(uint *)this_00 = *(uint *)this_00 | 0x101;
      iVar1 = CBaseEdict::GetChangeAccessor(this_00);
      *(undefined2 *)(iVar1 + 2) = 0;
    }
    *(int *)(this + iVar2 * 4 + 0x5f4) = param_3;
  }
  else {
    this[0x70] = (CBaseTeamObjectiveResource)((byte)this[0x70] | 1);
    *(int *)(this + iVar2 * 4 + 0x5f4) = param_3;
  }
  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)