L L4D2node

reload

0x0017db40 · 317 bytes · __cdecl

_ZL6reloadRK8CCommand

Decompiled

undefined (1 param)

/* reload(CCommand const&) */

void reload(CCommand *param_1)

{
  char cVar1;
  char *pcVar2;
  int iVar3;
  bool bVar4;
  
  if ((DAT_003b7f64 < 2) || (1 < DAT_003b8064)) {
    return;
  }
  cVar1 = (**(code **)(*serverGameDLL + 100))(serverGameDLL);
  if (cVar1 == '\0') {
    return;
  }
  if (cmd_source == 1) {
    if ((*(int *)param_1 == 2) &&
       (iVar3 = _V_stricmp(*(char **)(param_1 + 0x40c),"setpos"), iVar3 == 0)) {
      bVar4 = true;
    }
    else {
      bVar4 = false;
    }
    pcVar2 = "FCVAR_NEVER_AS_STRING";
    if ((host_map[0x15] & 0x10) == 0) {
      pcVar2 = "";
      if (*(char **)(host_map._28_4_ + 0x24) != (char *)0x0) {
        pcVar2 = *(char **)(host_map._28_4_ + 0x24);
      }
    }
    cVar1 = CL_HL2Demo_MapCheck(pcVar2);
    if (cVar1 != '\0') {
      pcVar2 = "FCVAR_NEVER_AS_STRING";
      if ((host_map[0x15] & 0x10) == 0) {
        pcVar2 = "";
        if (*(char **)(host_map._28_4_ + 0x24) != (char *)0x0) {
          pcVar2 = *(char **)(host_map._28_4_ + 0x24);
        }
      }
      cVar1 = CL_PortalDemo_MapCheck(pcVar2);
      if (cVar1 != '\0') {
        pcVar2 = "FCVAR_NEVER_AS_STRING";
        if ((host_map[0x15] & 0x10) == 0) {
          pcVar2 = "";
          if (*(char **)(host_map._28_4_ + 0x24) != (char *)0x0) {
            pcVar2 = *(char **)(host_map._28_4_ + 0x24);
          }
        }
        HostState_NewGame(pcVar2,bVar4,false,false);
        return;
      }
    }
    pcVar2 = "FCVAR_NEVER_AS_STRING";
    if ((host_map[0x15] & 0x10) == 0) {
      pcVar2 = "";
      if (*(char **)(host_map._28_4_ + 0x24) != (char *)0x0) {
        pcVar2 = *(char **)(host_map._28_4_ + 0x24);
      }
    }
    Warning("map load failed: %s not found or invalid\n",pcVar2);
    return;
  }
  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)