L L4D2node

CSceneTokenProcessor::GetToken

0x004ae3a0 · 64 bytes · __cdecl

_ZN20CSceneTokenProcessor8GetTokenEb

Decompiled

undefined (1 param)

/* CSceneTokenProcessor::GetToken(bool) */

bool CSceneTokenProcessor::GetToken(bool param_1)

{
  undefined4 uVar1;
  undefined3 in_stack_00000005;
  
  uVar1 = (**(code **)(*engine + 0xe4))(engine,*(undefined4 *)(_param_1 + 4),_param_1 + 8,0x400);
  *(undefined4 *)(_param_1 + 4) = uVar1;
  return *(char *)(_param_1 + 8) != '\0';
}

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)