L L4D2node

CCurveData::IsEdgeActive

0x00ba6fa0 · 30 bytes · __thiscall

_ZNK10CCurveData12IsEdgeActiveEb

Decompiled

undefined (2 params)

/* CCurveData::IsEdgeActive(bool) const */

CCurveData __thiscall CCurveData::IsEdgeActive(CCurveData *this,bool param_1)

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

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)