L L4D2node

listid

0x001ef790 · 247 bytes · __cdecl

_ZL6listidRK8CCommand

Decompiled

undefined (1 param)

/* listid(CCommand const&) */

void listid(CCommand *param_1)

{
  float fVar1;
  bool bVar2;
  int iVar3;
  USERID_s *pUVar4;
  undefined4 uVar5;
  int iVar6;
  int iVar7;
  
  iVar3 = DAT_003b244c;
  if (DAT_003b244c == 0) {
    ConMsg("ID filter list: empty\n");
    return;
  }
  if (DAT_003b244c == 1) {
    ConMsg("ID filter list: %i entry\n",1);
  }
  else {
    ConMsg("ID filter list: %i entries\n",DAT_003b244c);
    if (iVar3 < 1) {
      return;
    }
  }
  iVar7 = 0;
  iVar6 = 1;
  do {
    while( true ) {
      pUVar4 = (USERID_s *)(g_UserFilters + iVar7);
      fVar1 = *(float *)(pUVar4 + 0x14);
      if (fVar1 == 0.0) break;
      iVar7 = iVar7 + 0x18;
      uVar5 = GetUserIDString(pUVar4);
      ConMsg("%i %s : %.3f min\n",iVar6,uVar5,(double)fVar1);
      bVar2 = iVar3 <= iVar6;
      iVar6 = iVar6 + 1;
      if (bVar2) {
        return;
      }
    }
    iVar7 = iVar7 + 0x18;
    uVar5 = GetUserIDString(pUVar4);
    ConMsg("%i %s : permanent\n",iVar6,uVar5);
    bVar2 = iVar6 < iVar3;
    iVar6 = iVar6 + 1;
  } while (bVar2);
  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)