L L4D2node

Test_StartScript

0x00219c90 · 103 bytes · __cdecl

_ZL16Test_StartScriptRK8CCommand

Decompiled

undefined (1 param)

/* Test_StartScript(CCommand const&) */

void Test_StartScript(CCommand *param_1)

{
  char cVar1;
  undefined1 *puVar2;
  char *pcVar3;
  
  if (*(int *)param_1 < 2) {
    Warning(
           "Test_StartScript: requires filename of script to start (file must be under testscripts directory).\n"
           );
    if (*(int *)param_1 < 2) {
      pcVar3 = "";
      goto LAB_00219ca5;
    }
  }
  pcVar3 = *(char **)(param_1 + 0x40c);
LAB_00219ca5:
  cVar1 = CTestScriptMgr::StartTestScript((CTestScriptMgr *)g_TestScriptMgr,pcVar3);
  if (cVar1 == '\0') {
    puVar2 = &DAT_002c79d4;
    if (1 < *(int *)param_1) {
      puVar2 = *(undefined1 **)(param_1 + 0x40c);
    }
    Warning("Error starting testscript \'%s\'\n",puVar2);
  }
  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)