L L4D2node

CChoreoScene::SetBackground

0x00bb27e0 · 33 bytes · __thiscall

_ZN12CChoreoScene13SetBackgroundEb

Decompiled

undefined (2 params)

/* CChoreoScene::SetBackground(bool) */

void __thiscall CChoreoScene::SetBackground(CChoreoScene *this,bool param_1)

{
  this[0x20c] = (CChoreoScene)((byte)this[0x20c] & 0xfe | param_1);
  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)