L L4D2node

PauseActorsScriptedScenes

0x00814c60 · 43 bytes · __cdecl

_Z25PauseActorsScriptedScenesP9CBaseFlexb

Decompiled

undefined (2 params)

/* PauseActorsScriptedScenes(CBaseFlex*, bool) */

void PauseActorsScriptedScenes(CBaseFlex *param_1,bool param_2)

{
  CSceneManager *this;
  
  this = (CSceneManager *)GetSceneManager();
  CSceneManager::PauseActorsScenes(this,param_1,param_2);
  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)