L L4D2node

CBaseFlex::PermitResponse

0x006261a0 · 49 bytes · __thiscall

_ZN9CBaseFlex14PermitResponseEf

Decompiled

undefined (2 params)

/* CBaseFlex::PermitResponse(float) */

undefined4 __thiscall CBaseFlex::PermitResponse(CBaseFlex *this,float param_1)

{
  if (0.0 < *(float *)(this + 0x17b8)) {
    return CONCAT31((int3)((uint)gpGlobals >> 8),
                    param_1 + *(float *)(gpGlobals + 0xc) <= *(float *)(this + 0x17b8));
  }
  return 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)