L L4D2node

Sendprop_UsingDebugWatch

0x00142300 · 70 bytes · unknown

_Z24Sendprop_UsingDebugWatchv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* Sendprop_UsingDebugWatch() */

char * Sendprop_UsingDebugWatch(void)

{
  char *pcVar1;
  
  if (*(int *)(g_CV_DTWatchEnt._28_4_ + 0x30) != -1) {
    return (char *)0x1;
  }
  if ((g_CV_DTWatchClass[0x15] & 0x10) == 0) {
    pcVar1 = "";
    if (*(char **)(g_CV_DTWatchClass._28_4_ + 0x24) != (char *)0x0) {
      pcVar1 = *(char **)(g_CV_DTWatchClass._28_4_ + 0x24);
    }
    pcVar1 = (char *)CONCAT31((int3)((uint)pcVar1 >> 8),*pcVar1 != '\0');
  }
  else {
    pcVar1 = "gineVoice";
  }
  return pcVar1;
}

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)