L L4D2node

CTerrorPlayerResource::SetBecomeGhostAt

0x009f36a0 · 129 bytes · __thiscall

_ZN21CTerrorPlayerResource16SetBecomeGhostAtEif

Decompiled

undefined (3 params)

/* CTerrorPlayerResource::SetBecomeGhostAt(int, float) */

void __thiscall
CTerrorPlayerResource::SetBecomeGhostAt(CTerrorPlayerResource *this,int param_1,float param_2)

{
  CBaseEdict *this_00;
  int iVar1;
  
  if (param_1 - 1U < 0x20) {
    iVar1 = memcmp(this + param_1 * 4 + 0xe14,&param_2,4);
    if (iVar1 != 0) {
      if (this[0x6c] == (CTerrorPlayerResource)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;
        }
      }
      else {
        this[0x70] = (CTerrorPlayerResource)((byte)this[0x70] | 1);
      }
      *(float *)(this + param_1 * 4 + 0xe14) = param_2;
      return;
    }
  }
  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)