L L4D2node

CPointScriptUseTarget::ScriptSetUseSubString

0x00901bd0 · 108 bytes · __cdecl

_ZN21CPointScriptUseTarget21ScriptSetUseSubStringEPKc

Decompiled

undefined (1 param)

/* CPointScriptUseTarget::ScriptSetUseSubString(char const*) */

void CPointScriptUseTarget::ScriptSetUseSubString(char *param_1)

{
  CBaseEdict *this;
  int iVar1;
  int local_10;
  
  AllocPooledString((char *)&local_10);
  if (local_10 == *(int *)(param_1 + 0x444)) {
    return;
  }
  if (param_1[0x6c] == '\0') {
    this = *(CBaseEdict **)(param_1 + 0x30);
    if (this != (CBaseEdict *)0x0) {
      *(uint *)this = *(uint *)this | 0x101;
      iVar1 = CBaseEdict::GetChangeAccessor(this);
      *(undefined2 *)(iVar1 + 2) = 0;
    }
    *(int *)(param_1 + 0x444) = local_10;
  }
  else {
    param_1[0x70] = param_1[0x70] | 1;
    *(int *)(param_1 + 0x444) = local_10;
  }
  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)