L L4D2node

CResponseSystem::PopScript

0x005b4ec0 · 78 bytes · __thiscall

_ZN15CResponseSystem9PopScriptEv

Decompiled

undefined (1 param)

/* CResponseSystem::PopScript() */

void __thiscall CResponseSystem::PopScript(CResponseSystem *this)

{
  int iVar1;
  int iVar2;
  
  if (0 < *(int *)(this + 0x3d8c)) {
    iVar2 = 0;
    iVar1 = *(int *)(this + 0x3d8c) + -1;
    if (iVar1 != 0) {
      _V_memmove(*(void **)(this + 0x3d80),(void *)((int)*(void **)(this + 0x3d80) + 0x10),
                 iVar1 * 0x10);
      iVar2 = *(int *)(this + 0x3d8c) + -1;
    }
    *(int *)(this + 0x3d8c) = iVar2;
  }
  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)