L L4D2node

CBaseGameStats::Event_DecrementPlayerEnteredNoClip

0x004622c0 · 45 bytes · __thiscall

_ZN14CBaseGameStats34Event_DecrementPlayerEnteredNoClipEP11CBasePlayer

Decompiled

undefined (2 params)

/* CBaseGameStats::Event_DecrementPlayerEnteredNoClip(CBasePlayer*) */

void __thiscall
CBaseGameStats::Event_DecrementPlayerEnteredNoClip(CBaseGameStats *this,CBasePlayer *param_1)

{
  undefined4 uVar1;
  
  uVar1 = (**(code **)(*(int *)param_1 + 0xb8))(param_1);
  StatsLog(this,"CBaseGameStats::Event_DecrementPlayerEnteredNoClip [%s] decrementing NOCLIPe\n",
           uVar1);
  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)