L L4D2node

dismount

0x004d7ae0 · 117 bytes · __cdecl

_ZL8dismountRK8CCommand

Decompiled

undefined (1 param)

/* dismount(CCommand const&) */

void dismount(CCommand *param_1)

{
  uint uVar1;
  char cVar2;
  CTerrorPlayer *this;
  undefined *puVar3;
  
  this = (CTerrorPlayer *)UTIL_GetCommandClient();
  if (this != (CTerrorPlayer *)0x0) {
    cVar2 = (**(code **)(*(int *)this + 0x16c))(this);
    if (cVar2 != '\0') goto LAB_004d7b01;
  }
  this = (CTerrorPlayer *)0x0;
LAB_004d7b01:
  uVar1 = *(uint *)(this + 0x3edc);
  if ((((uVar1 != 0xffffffff) &&
       (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar3 + 4) != 0)) {
    CTerrorPlayer::OnRideEnded(this,(CTerrorPlayer *)0x0);
    return;
  }
  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)