L L4D2node

SV_RedirectFlush

0x0020d230 · 179 bytes · unknown

_Z16SV_RedirectFlushv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* SV_RedirectFlush() */

void SV_RedirectFlush(void)

{
  CRConServer *this;
  
  SV_RedirectFlush()::bInFlush = 1;
  if (sv_redirected == 2) {
    NET_OutOfBandPrintf(DAT_003b7f68,(netadr_s *)sv_redirectto,"%c%s",0x6c,sv_redirect_buffer);
  }
  else if (sv_redirected == 1) {
    (**(code **)(*host_client + 0x68))(host_client,&DAT_002c48a3,sv_redirect_buffer);
  }
  else if (sv_redirected == 3) {
    this = (CRConServer *)RCONServer();
    CRConServer::FinishRedirect(this,sv_redirect_buffer,(netadr_s *)sv_redirectto);
    sv_redirect_buffer[0] = 0;
    SV_RedirectFlush()::bInFlush = 0;
    return;
  }
  sv_redirect_buffer[0] = 0;
  SV_RedirectFlush()::bInFlush = 0;
  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)