L L4D2node

RR::CToggleOperator::Apply

0x005d0b70 · 71 bytes · __thiscall

_ZN2RR15CToggleOperator5ApplyEPKcS2_Pci

Decompiled

undefined (5 params)

/* RR::CToggleOperator::Apply(char const*, char const*, char*, int) */

undefined4 __thiscall
RR::CToggleOperator::Apply
          (CToggleOperator *this,char *param_1,char *param_2,char *param_3,int param_4)

{
  uint uVar1;
  int iVar2;
  
  uVar1 = 1;
  if (param_1 != (char *)0x0) {
    iVar2 = V_atoi(param_1);
    uVar1 = (uint)(iVar2 == 0);
  }
  V_snprintf(param_3,param_4,"%d",uVar1);
  return 1;
}

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)