L L4D2node

CScriptHud::SetScriptLevel

0x00905aa0 · 14 bytes · __thiscall

_ZN10CScriptHud14SetScriptLevelEN9CDirector14ScriptLevels_tE

Decompiled

undefined (2 params)

/* CScriptHud::SetScriptLevel(CDirector::ScriptLevels_t) */

void __thiscall CScriptHud::SetScriptLevel(CScriptHud *this,undefined4 param_2)

{
  *(undefined4 *)(this + 0x18) = 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)