L L4D2node

RemoveActorFromScriptedScenes

0x00814c20 · 64 bytes · __cdecl

_Z29RemoveActorFromScriptedScenesP9CBaseFlexbbPKc

Decompiled

undefined (4 params)

/* RemoveActorFromScriptedScenes(CBaseFlex*, bool, bool, char const*) */

void RemoveActorFromScriptedScenes(CBaseFlex *param_1,bool param_2,bool param_3,char *param_4)

{
  CSceneManager *this;
  
  this = (CSceneManager *)GetSceneManager();
  CSceneManager::RemoveActorFromScenes(this,param_1,param_2,param_3,param_4);
  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)