L L4D2node

ping

0x0017ca00 · 280 bytes · __cdecl

_ZL4pingRK8CCommand

Decompiled

undefined (1 param)

/* ping(CCommand const&) */

void ping(CCommand *param_1)

{
  int iVar1;
  code *pcVar2;
  char cVar3;
  undefined4 uVar4;
  int *piVar5;
  int iVar6;
  longdouble lVar7;
  
  if (cmd_source == 1) {
    Cmd_ForwardToServer(param_1,true);
    return;
  }
  iVar6 = 0;
  (**(code **)(*host_client + 0x68))(host_client,"Client ping times:\n");
  if (0 < DAT_003b8080) {
    do {
      while( true ) {
        iVar1 = *(int *)(DAT_003b8074 + iVar6 * 4);
        piVar5 = (int *)(iVar1 + 4);
        if (iVar1 == 0) {
          piVar5 = (int *)0x0;
        }
        cVar3 = (**(code **)(*piVar5 + 0x80))(piVar5);
        if ((cVar3 != '\0') && (cVar3 = (**(code **)(*piVar5 + 0x8c))(piVar5), cVar3 == '\0'))
        break;
        iVar6 = iVar6 + 1;
        if (DAT_003b8080 <= iVar6) {
          return;
        }
      }
      iVar6 = iVar6 + 1;
      pcVar2 = *(code **)(*host_client + 0x68);
      uVar4 = (**(code **)(*piVar5 + 0x48))(piVar5);
      piVar5 = (int *)(**(code **)(*piVar5 + 0x4c))(piVar5);
      lVar7 = (longdouble)(**(code **)(*piVar5 + 0x28))(piVar5,0);
      (*pcVar2)(host_client,"%4.0f ms : %s\n",(double)((float)lVar7 * 1000.0),uVar4);
    } while (iVar6 < DAT_003b8080);
  }
  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)