L L4D2node

CCurveData::SetEdgeActive

0x00ba6f80 · 32 bytes · __thiscall

_ZN10CCurveData13SetEdgeActiveEbb

Decompiled

undefined (3 params)

/* CCurveData::SetEdgeActive(bool, bool) */

void __thiscall CCurveData::SetEdgeActive(CCurveData *this,bool param_1,bool param_2)

{
  _param_1 = (uint)param_1;
  this[(_param_1 ^ 1) * 7 + 0x14] = (CCurveData)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)