L L4D2node

plugin_unpause

0x00209210 · 101 bytes · __cdecl

_ZL14plugin_unpauseRK8CCommand

Decompiled

undefined (1 param)

/* plugin_unpause(CCommand const&) */

void plugin_unpause(CCommand *param_1)

{
  long lVar1;
  char *__nptr;
  
  if (1 < *(int *)param_1) {
    __nptr = "";
    if (*(int *)param_1 != 2) {
      __nptr = *(char **)(param_1 + 0x410);
    }
    lVar1 = strtol(__nptr,(char **)0x0,10);
    CServerPlugin::EnablePlugin((CServerPlugin *)g_pServerPluginHandler,lVar1);
    ConMsg("Plugin enabled\n");
    return;
  }
  Warning();
  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)