L L4D2node

z_kill

0x0051ebc0 · 121 bytes · __cdecl

_ZL6z_killRK8CCommand

Decompiled

undefined (1 param)

/* z_kill(CCommand const&) */

void z_kill(CCommand *param_1)

{
  CBasePlayer *pCVar1;
  int *piVar2;
  CBaseEntity *pCVar3;
  CTakeDamageInfo local_6c [96];
  
  pCVar1 = (CBasePlayer *)UTIL_GetCommandClient();
  piVar2 = (int *)FindPickerEntity(pCVar1);
  if (piVar2 != (int *)0x0) {
    pCVar3 = (CBaseEntity *)(**(code **)(*piVar2 + 0x14c))(piVar2);
    if (pCVar3 != (CBaseEntity *)0x0) {
      CTakeDamageInfo::CTakeDamageInfo
                (local_6c,pCVar3,pCVar3,(float)*(int *)(pCVar3 + 0x100) + 1.0,0x1000000,0);
      (**(code **)(*(int *)pCVar3 + 0x124))(pCVar3,local_6c);
    }
  }
  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)