L L4D2node

sv_crash

0x00504520 · 93 bytes · __cdecl

_ZL8sv_crashRK8CCommand

Decompiled

undefined (1 param)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* sv_crash(CCommand const&) */

void sv_crash(CCommand *param_1)

{
  CBaseEdict *this;
  int iVar1;
  
  this = _DAT_00000030;
  if (_DAT_00002848 == 1.0) {
    return;
  }
  if (DAT_0000006c == '\0') {
    if (_DAT_00000030 != (CBaseEdict *)0x0) {
      *(uint *)_DAT_00000030 = *(uint *)_DAT_00000030 | 0x101;
      iVar1 = CBaseEdict::GetChangeAccessor(this);
      *(undefined2 *)(iVar1 + 2) = 0;
      _DAT_00002848 = 1.0;
      return;
    }
  }
  else {
    DAT_00000070 = DAT_00000070 | 1;
  }
  _DAT_00002848 = 1.0;
  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)