L L4D2node

BindToggle

0x00116f60 · 144 bytes · __cdecl

_ZL10BindToggleRK8CCommand

Decompiled

undefined (1 param)

/* BindToggle(CCommand const&) */

void BindToggle(CCommand *param_1)

{
  int in_GS_OFFSET;
  char local_410 [1024];
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  if (*(int *)param_1 < 3) {
    ConMsg("BindToggle <key> <cvar>: invalid syntax specified\n");
  }
  else {
    V_snprintf(local_410,0x400,"bind %s \"incrementvar %s 0 1 1\"\n",
               *(undefined4 *)(param_1 + 0x40c),*(undefined4 *)(param_1 + 0x410));
    Cbuf_InsertText(0,local_410,0);
  }
  if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)