L L4D2node

CC_Ent_Teleport

0x0060ec10 · 113 bytes · __cdecl

_Z15CC_Ent_TeleportRK8CCommand

Decompiled

undefined (1 param)

/* CC_Ent_Teleport(CCommand const&) */

void CC_Ent_Teleport(CCommand *param_1)

{
  char cVar1;
  CBaseEntity *local_1c;
  Vector local_18 [16];
  
  if (*(int *)param_1 < 2) {
    Msg("Format: ent_teleport <entity name>\n");
    return;
  }
  cVar1 = CC_GetCommandEnt(param_1,&local_1c,local_18,(QAngle *)0x0);
  if (cVar1 == '\0') {
    return;
  }
  (**(code **)(*(int *)local_1c + 0x1dc))(local_1c,local_18,0,0);
  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)