L L4D2node

CGlowProperty::SetGlowRange

0x00465e70 · 44 bytes · __thiscall

_ZN13CGlowProperty12SetGlowRangeEi

Decompiled

undefined (2 params)

/* CGlowProperty::SetGlowRange(int) */

void __thiscall CGlowProperty::SetGlowRange(CGlowProperty *this,int param_1)

{
  if (*(int *)(this + 8) != param_1) {
    (**(code **)(*(int *)this + 4))(this,this + 8);
    *(int *)(this + 8) = 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)