L L4D2node

CPlugin::Disable

0x00208fc0 · 67 bytes · __thiscall

_ZN7CPlugin7DisableEb

Decompiled

undefined (2 params)

/* CPlugin::Disable(bool) */

void __thiscall CPlugin::Disable(CPlugin *this,bool param_1)

{
  int iVar1;
  
  iVar1 = **(int **)(this + 0x104);
  if (!param_1) {
    (**(code **)(iVar1 + 0xc))();
    this[0x100] = (CPlugin)0x0;
    return;
  }
  (**(code **)(iVar1 + 8))(*(int **)(this + 0x104));
  this[0x100] = (CPlugin)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)