L L4D2node

CBaseTeamObjectiveResource::SetCPVisible

0x0083b250 · 125 bytes · __thiscall

_ZN26CBaseTeamObjectiveResource12SetCPVisibleEib

Decompiled

undefined (3 params)

/* CBaseTeamObjectiveResource::SetCPVisible(int, bool) */

void __thiscall
CBaseTeamObjectiveResource::SetCPVisible(CBaseTeamObjectiveResource *this,int param_1,bool param_2)

{
  CBaseEdict *this_00;
  int iVar1;
  uint uVar2;
  uint local_20 [4];
  
  uVar2 = (uint)param_2;
  local_20[0] = uVar2;
  iVar1 = memcmp(this + param_1 * 4 + 0x4b4,local_20,4);
  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;
    }
    *(uint *)(this + param_1 * 4 + 0x4b4) = uVar2;
  }
  else {
    this[0x70] = (CBaseTeamObjectiveResource)((byte)this[0x70] | 1);
    *(uint *)(this + param_1 * 4 + 0x4b4) = uVar2;
  }
  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)