L L4D2node

mp_forcewin

0x004c8f10 · 218 bytes · __cdecl

_ZL11mp_forcewinRK8CCommand

Decompiled

undefined (1 param)

/* mp_forcewin(CCommand const&) */

void mp_forcewin(CCommand *param_1)

{
  char cVar1;
  int *piVar2;
  int iVar3;
  CBaseEntity *this;
  
  cVar1 = UTIL_IsCommandIssuedByServerAdmin();
  if ((cVar1 != '\0') && (g_pGameRules != 0)) {
    piVar2 = (int *)__dynamic_cast(g_pGameRules,&CGameRules::typeinfo,
                                   &CTeamplayRoundBasedRules::typeinfo,0);
    if (piVar2 != (int *)0x0) {
      if (*(int *)param_1 == 1) {
        this = (CBaseEntity *)UTIL_PlayerByIndex(1);
        iVar3 = CBaseEntity::GetTeamNumber(this);
      }
      else {
        if (*(int *)param_1 != 2) {
          Msg();
          return;
        }
        iVar3 = strtol(*(char **)(param_1 + 0x40c),(char **)0x0,10);
      }
      (**(code **)(*piVar2 + 0x268))(piVar2,iVar3,(-(iVar3 == 0) & 4U) + 1,1,0,0);
    }
  }
  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)