L L4D2node

ConsoleFireTargets

0x006098a0 · 212 bytes · __cdecl

_Z18ConsoleFireTargetsP11CBasePlayerPKc

Decompiled

undefined (2 params)

/* ConsoleFireTargets(CBasePlayer*, char const*) */

void ConsoleFireTargets(CBasePlayer *param_1,char *param_2)

{
  int iVar1;
  CBaseEntity *this;
  undefined4 uVar2;
  
  if (param_2 != "") {
    iVar1 = _V_stricmp(param_2,"");
    if (iVar1 != 0) goto LAB_006098e2;
  }
  this = (CBaseEntity *)FindPickerEntity(param_1);
  if ((this != (CBaseEntity *)0x0) && (((byte)this[0x14c] & 1) == 0)) {
    uVar2 = CBaseEntity::GetDebugName(this);
    Msg("[%03d] Found: %s, firing\n",*(int *)(gpGlobals + 0x18) % 1000,uVar2);
    (**(code **)(*(int *)this + 0x1ac))(this,param_1,param_1,3,0);
    return;
  }
LAB_006098e2:
  FireTargets(param_2,param_1,param_1,3,0);
  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)