L L4D2node

echo

0x00116900 · 90 bytes · __cdecl

_ZL4echoRK8CCommand

Decompiled

undefined (1 param)

/* echo(CCommand const&) */

void echo(CCommand *param_1)

{
  int iVar1;
  undefined1 *puVar2;
  int iVar3;
  
  iVar3 = 1;
  iVar1 = *(int *)param_1;
  if (1 < iVar1) {
    do {
      puVar2 = &DAT_002c79d4;
      if (iVar3 < *(int *)param_1) {
        puVar2 = *(undefined1 **)(param_1 + iVar3 * 4 + 0x408);
      }
      iVar3 = iVar3 + 1;
      ConMsg("%s ",puVar2);
    } while (iVar3 != iVar1);
  }
  ConMsg("\n");
  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)