L L4D2node

CBaseClient::IgnoreTempEntity

0x000f7d60 · 43 bytes · __thiscall

_ZN11CBaseClient16IgnoreTempEntityEP10CEventInfo

Decompiled

undefined (2 params)

/* CBaseClient::IgnoreTempEntity(CEventInfo*) */

uint __thiscall CBaseClient::IgnoreTempEntity(CBaseClient *this,CEventInfo *param_1)

{
  int iVar1;
  uint uVar2;
  
  iVar1 = (**(code **)(*(int *)this + 0x10))(this);
  uVar2 = CEngineRecipientFilter::IncludesPlayer
                    ((CEngineRecipientFilter *)(param_1 + 0x1c),iVar1 + 1);
  return uVar2 ^ 1;
}

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)