L L4D2node

CC_Ent_Step

0x00600a70 · 66 bytes · __cdecl

_Z11CC_Ent_StepRK8CCommand

Decompiled

undefined (1 param)

/* CC_Ent_Step(CCommand const&) */

void CC_Ent_Step(CCommand *param_1)

{
  char *__nptr;
  
  __nptr = "";
  if (1 < *(int *)param_1) {
    __nptr = *(char **)(param_1 + 0x40c);
  }
  CBaseEntity::m_nDebugSteps = strtol(__nptr,(char **)0x0,10);
  if (CBaseEntity::m_nDebugSteps < 1) {
    CBaseEntity::m_nDebugSteps = 1;
  }
  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)