L L4D2node

CSceneEntity::SetBackground

0x00811eb0 · 36 bytes · __thiscall

_ZN12CSceneEntity13SetBackgroundEb

Decompiled

undefined (2 params)

/* CSceneEntity::SetBackground(bool) */

void __thiscall CSceneEntity::SetBackground(CSceneEntity *this,bool param_1)

{
  if (*(CChoreoScene **)(this + 0x4f0) != (CChoreoScene *)0x0) {
    CChoreoScene::SetBackground(*(CChoreoScene **)(this + 0x4f0),param_1);
    return;
  }
  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)