L L4D2node

CBaseEntity::ShouldToggle

0x006070d0 · 58 bytes · __thiscall

_ZN11CBaseEntity12ShouldToggleE8USE_TYPEi

Decompiled

undefined (3 params)

/* CBaseEntity::ShouldToggle(USE_TYPE, int) */

bool __thiscall CBaseEntity::ShouldToggle(undefined4 this,int param_2,int param_3)

{
  bool bVar1;
  
  bVar1 = true;
  if ((1 < param_2 - 2U) && ((param_2 != 1 || (bVar1 = false, param_3 == 0)))) {
    bVar1 = param_2 != 0 || param_3 != 0;
  }
  return bVar1;
}

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)