L L4D2node

pause

0x0017e940 · 162 bytes · __cdecl

_ZL5pauseRK8CCommand

Decompiled

undefined (1 param)

/* pause(CCommand const&) */

void pause(CCommand *param_1)

{
  char cVar1;
  undefined4 uVar2;
  char *pcVar3;
  
  if (cmd_source == 1) {
    Cmd_ForwardToServer(param_1,true);
    return;
  }
  cVar1 = CGameServer::IsPausable();
  if (cVar1 == '\0') {
    return;
  }
  pcVar3 = "paused";
  CBaseServer::SetPaused((CBaseServer *)&sv,DAT_003b7f64 != 3);
  if (DAT_003b7f64 != 3) {
    pcVar3 = "unpaused";
  }
  uVar2 = (**(code **)(*host_client + 0x1c))(host_client);
  CBaseServer::BroadcastPrintf((CBaseServer *)&sv,"%s %s the game\n",uVar2,pcVar3);
  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)