L L4D2node

CSpatialPartition::SuppressLists

0x001dbe60 · 36 bytes · __thiscall

_ZN17CSpatialPartition13SuppressListsEib

Decompiled

undefined (3 params)

/* CSpatialPartition::SuppressLists(int, bool) */

void __thiscall CSpatialPartition::SuppressLists(CSpatialPartition *this,int param_1,bool param_2)

{
  if (!param_2) {
    *(uint *)(this + 0x230) = *(uint *)(this + 0x230) & ~param_1;
    return;
  }
  *(uint *)(this + 0x230) = *(uint *)(this + 0x230) | param_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)