L L4D2node

CC_Ent_Autoaim

0x00600a30 · 59 bytes · __cdecl

_Z14CC_Ent_AutoaimRK8CCommand

Decompiled

undefined (1 param)

/* CC_Ent_Autoaim(CCommand const&) */

void CC_Ent_Autoaim(CCommand *param_1)

{
  CBasePlayer *pCVar1;
  char *pcVar2;
  
  if (*(int *)param_1 < 2) {
    pcVar2 = "";
  }
  else {
    pcVar2 = *(char **)(param_1 + 0x40c);
  }
  pCVar1 = (CBasePlayer *)UTIL_GetCommandClient();
  SetDebugBits(pCVar1,pcVar2,0x200);
  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)