Infected::SetReservedWandererStatus
0x00a11310 · 77 bytes · __thiscall
_ZN8Infected25SetReservedWandererStatusEb
Decompiled
undefined (2 params)
/* Infected::SetReservedWandererStatus(bool) */
void __thiscall Infected::SetReservedWandererStatus(Infected *this,bool param_1)
{
uint uVar1;
uVar1 = *(uint *)(this + 0x1c74);
if (param_1 != (bool)((byte)uVar1 & 1)) {
if (param_1) {
*(uint *)(this + 0x1c74) = uVar1 | 1;
*(int *)(TheDirector + 0x39c) = *(int *)(TheDirector + 0x39c) + 1;
return;
}
*(uint *)(this + 0x1c74) = uVar1 & 0xfffffffe;
*(int *)(TheDirector + 0x39c) = *(int *)(TheDirector + 0x39c) + -1;
}
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.