L L4D2node

CDirector::SetLotteryTank

0x00872810 · 126 bytes · __thiscall

_ZN9CDirector14SetLotteryTankEP11CBaseEntityb

Decompiled

undefined (3 params)

/* CDirector::SetLotteryTank(CBaseEntity*, bool) */

void __thiscall CDirector::SetLotteryTank(CDirector *this,CBaseEntity *param_1,bool param_2)

{
  Tank *this_00;
  undefined4 *puVar1;
  
  ReleaseLotteryTank(this);
  if (param_2) {
    if (param_1 == (CBaseEntity *)0x0) {
LAB_00872884:
      *(undefined4 *)(this + 400) = 0xffffffff;
      return;
    }
    this_00 = (Tank *)__dynamic_cast(param_1,&CBaseEntity::typeinfo,&Tank::typeinfo,0);
    if (this_00 != (Tank *)0x0) {
      Tank::EnterStasis(this_00);
    }
  }
  else if (param_1 == (CBaseEntity *)0x0) goto LAB_00872884;
  puVar1 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
  *(undefined4 *)(this + 400) = *puVar1;
  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)