L L4D2node

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 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)