L L4D2node

CTerrorPlayer::CanUseFlashlight

0x00944c50 · 26 bytes · __thiscall

_ZNK13CTerrorPlayer16CanUseFlashlightEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::CanUseFlashlight() const */

void __thiscall CTerrorPlayer::CanUseFlashlight(CTerrorPlayer *this)

{
  int iVar1;
  
  iVar1 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
  IsASurvivorTeam(iVar1);
  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)