L L4D2node

CFuncBrush::TurnOff

0x006f5ae0 · 97 bytes · __thiscall

_ZN10CFuncBrush7TurnOffEv

Decompiled

undefined (1 param)

/* CFuncBrush::TurnOff() */

void __thiscall CFuncBrush::TurnOff(CFuncBrush *this)

{
  char cVar1;
  
  cVar1 = (**(code **)(*(int *)this + 0x324))(this);
  if (cVar1 != '\0') {
    if (*(int *)(this + 0x440) != 2) {
      CCollisionProperty::SetSolidFlags
                ((CCollisionProperty *)(this + 0x194),(uint)(*(ushort *)(this + 0x1b4) | 4));
    }
    CBaseEntity::AddEffects((CBaseEntity *)this,0x20);
    *(undefined4 *)(this + 0x444) = 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)