L L4D2node

CC_Ent_Show_Response_Criteria

0x0060ee90 · 75 bytes · __cdecl

_Z29CC_Ent_Show_Response_CriteriaRK8CCommand

Decompiled

undefined (1 param)

/* CC_Ent_Show_Response_Criteria(CCommand const&) */

void CC_Ent_Show_Response_Criteria(CCommand *param_1)

{
  CBasePlayer *pCVar1;
  CBaseEntity *this;
  char *pcVar2;
  
  this = (CBaseEntity *)0x0;
  while( true ) {
    pcVar2 = "";
    if (1 < *(int *)param_1) {
      pcVar2 = *(char **)(param_1 + 0x40c);
    }
    pCVar1 = (CBasePlayer *)UTIL_GetCommandClient();
    this = (CBaseEntity *)GetNextCommandEntity(pCVar1,pcVar2,this);
    if (this == (CBaseEntity *)0x0) break;
    CBaseEntity::DumpResponseCriteria(this);
  }
  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)