L L4D2node

CLagCompensationManager::StartLagCompensation

0x007ccc50 · 10 bytes · __thiscall

_ZThn12_N23CLagCompensationManager20StartLagCompensationEP11CBasePlayer19LagCompensationTypeRK6VectorRK6QAnglef

Decompiled

undefined (6 params)

/* non-virtual thunk to CLagCompensationManager::StartLagCompensation(CBasePlayer*,
   LagCompensationType, Vector const&, QAngle const&, float) */

void __thiscall CLagCompensationManager::StartLagCompensation(void)

{
  StartLagCompensation();
  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)