L L4D2node

CC_Player_Use

0x0063fd10 · 85 bytes · __cdecl

_Z13CC_Player_UseRK8CCommand

Decompiled

undefined (1 param)

/* CC_Player_Use(CCommand const&) */

void CC_Player_Use(CCommand *param_1)

{
  char cVar1;
  int *piVar2;
  undefined1 *puVar3;
  
  piVar2 = (int *)UTIL_GetCommandClient();
  if (piVar2 != (int *)0x0) {
    cVar1 = (**(code **)(*piVar2 + 0x16c))(piVar2);
    if (cVar1 != '\0') {
      puVar3 = &DAT_00d539c2;
      if (1 < *(int *)param_1) {
        puVar3 = *(undefined1 **)(param_1 + 0x40c);
      }
      (**(code **)(*piVar2 + 0x6b4))(piVar2,puVar3,0);
    }
  }
  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)