L L4D2node

Key_CheckDoneTrapping

0x00184840 · 56 bytes · __cdecl

_Z21Key_CheckDoneTrappingR12ButtonCode_t

Decompiled

undefined (1 param)

/* Key_CheckDoneTrapping(ButtonCode_t&) */

char Key_CheckDoneTrapping(ButtonCode_t *param_1)

{
  char cVar1;
  char cVar2;
  
  cVar1 = DAT_003a5031;
  cVar2 = '\0';
  if ((DAT_003a5030 == '\0') && (cVar2 = cVar1, DAT_003a5031 != '\0')) {
    *(undefined4 *)param_1 = DAT_003a5038;
    DAT_003a5031 = '\0';
    DAT_003a5038 = 0xffffffff;
  }
  return cVar2;
}

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)