L L4D2node

Test_Loop

0x0021a540 · 59 bytes · __cdecl

_Z9Test_LoopRK8CCommand

Decompiled

undefined (1 param)

/* Test_Loop(CCommand const&) */

void Test_Loop(CCommand *param_1)

{
  if (1 < *(int *)param_1) {
    CTestScriptMgr::LoopCount((CTestScriptMgr *)g_TestScriptMgr,*(char **)(param_1 + 0x40c),-1);
    return;
  }
  Error();
  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)