L L4D2node

CBaseGameStats::Event_PlayerTraveled

0x004613b0 · 5 bytes · __cdecl

_ZN14CBaseGameStats20Event_PlayerTraveledEP11CBasePlayerfbb

Decompiled

undefined (4 params)

/* CBaseGameStats::Event_PlayerTraveled(CBasePlayer*, float, bool, bool) */

void CBaseGameStats::Event_PlayerTraveled
               (CBasePlayer *param_1,float param_2,bool param_3,bool param_4)

{
  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)