L L4D2node

Key_StartTrapMode

0x00184810 · 38 bytes · unknown

_Z17Key_StartTrapModev

Decompiled

undefined (0 params)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* Key_StartTrapMode() */

void Key_StartTrapMode(void)

{
  if (DAT_003a5030 == '\0') {
    DAT_003a5031 = 0;
    DAT_003a5030 = '\x01';
    _DAT_003a5034 = 0xffffffff;
  }
  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)