L L4D2node

CVEngineServer::Pause

0x0022e170 · 124 bytes · __thiscall

_ZN14CVEngineServer5PauseEbb

Decompiled

undefined (3 params)

/* CVEngineServer::Pause(bool, bool) */

void __thiscall CVEngineServer::Pause(CVEngineServer *this,bool param_1,bool param_2)

{
  int iVar1;
  
  if (param_2) {
    iVar1 = GetSteamUniverse();
    if ((iVar1 == 2) && (*(int *)(sv_pausable._28_4_ + 0x30) == 0)) {
      ConVar::SetValue(0x3b7d20);
      CBaseServer::SetPaused((CBaseServer *)&sv,param_1);
      ConVar::SetValue(0x3b7d20);
      return;
    }
  }
  CBaseServer::SetPaused((CBaseServer *)&sv,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)