L L4D2node

Test_WaitForCheckPoint

0x0021a010 · 114 bytes · __cdecl

_Z22Test_WaitForCheckPointRK8CCommand

Decompiled

undefined (1 param)

/* Test_WaitForCheckPoint(CCommand const&) */

void Test_WaitForCheckPoint(CCommand *param_1)

{
  int iVar1;
  char *pcVar2;
  bool bVar3;
  
  if (*(int *)param_1 < 2) {
    Error();
    return;
  }
  if (*(int *)param_1 == 2) {
    bVar3 = false;
  }
  else {
    iVar1 = _V_stricmp(*(char **)(param_1 + 0x410),"once");
    bVar3 = iVar1 == 0;
    pcVar2 = "";
    if (*(int *)param_1 < 2) goto LAB_0021a02e;
  }
  pcVar2 = *(char **)(param_1 + 0x40c);
LAB_0021a02e:
  CTestScriptMgr::SetWaitCheckPoint((CTestScriptMgr *)g_TestScriptMgr,pcVar2,bVar3);
  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)