L L4D2node

Test_SendKey

0x002197a0 · 69 bytes · __cdecl

_ZL12Test_SendKeyRK8CCommand

Decompiled

undefined (1 param)

/* Test_SendKey(CCommand const&) */

void Test_SendKey(CCommand *param_1)

{
  if (*(int *)param_1 < 2) {
    Error("Test_SendKey: requires key to send.");
    if (*(int *)param_1 < 2) {
      Sys_TestSendKey("");
      return;
    }
  }
  Sys_TestSendKey(*(char **)(param_1 + 0x40c));
  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)