L L4D2node

CBaseViewModel::AddEffects

0x0041bcf0 · 52 bytes · __thiscall

_ZN14CBaseViewModel10AddEffectsEi

Decompiled

undefined (2 params)

/* CBaseViewModel::AddEffects(int) */

void __thiscall CBaseViewModel::AddEffects(CBaseViewModel *this,int param_1)

{
  if ((param_1 & 0x20U) != 0) {
    SetControlPanelsActive(this,false);
  }
  CBaseEntity::AddEffects((CBaseEntity *)this,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)