L L4D2node

DebugFireFailure

0x005669d0 · 215 bytes · __cdecl

_Z16DebugFireFailureP13CTerrorPlayerPKc

Decompiled

undefined (2 params)

/* DebugFireFailure(CTerrorPlayer*, char const*) */

void DebugFireFailure(CTerrorPlayer *param_1,char *param_2)

{
  int iVar1;
  int in_GS_OFFSET;
  undefined **local_9c;
  undefined1 local_98;
  undefined1 local_97 [131];
  undefined4 local_14;
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  if (*(int *)(param_1 + 0x30) == 0) {
    iVar1 = 0;
  }
  else {
    iVar1 = *(int *)(param_1 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
  }
  if ((*(int *)(GunDebugPlayerIndex._28_4_ + 0x30) == iVar1) && (((byte)param_1[0x1cb4] & 1) != 0))
  {
    local_9c = &PTR_InitQuietTruncation_00c50f80;
    local_98 = 1;
    local_97[0] = 0;
    local_14 = 0;
    CFmtStrN<128>::sprintf((CFmtStrN<128> *)&local_9c,"%s can\'t attack - %s\n","server",param_2);
    UTIL_MessageText(param_1,local_97,0);
  }
  if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)