L L4D2node

mat_configcurrent

0x00192d90 · 28 bytes · __cdecl

_ZL17mat_configcurrentRK8CCommand

Decompiled

undefined (1 param)

/* mat_configcurrent(CCommand const&) */

void mat_configcurrent(CCommand *param_1)

{
  MaterialSystem_Config_t *pMVar1;
  
  pMVar1 = (MaterialSystem_Config_t *)(**(code **)(*materials + 0x44))(materials);
  PrintMaterialSystemConfig(pMVar1);
  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)