L L4D2node

CGameEventManager::HasClientListenersChanged

0x00160af0 · 33 bytes · __thiscall

_ZN17CGameEventManager25HasClientListenersChangedEb

Decompiled

undefined (2 params)

/* CGameEventManager::HasClientListenersChanged(bool) */

void __thiscall CGameEventManager::HasClientListenersChanged(CGameEventManager *this,bool param_1)

{
  if ((this[0xa4] != (CGameEventManager)0x0) && (param_1)) {
    this[0xa4] = (CGameEventManager)0x0;
  }
  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)