L L4D2node

CC_Notarget_f

0x006411f0 · 176 bytes · unknown

_Z13CC_Notarget_fv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* CC_Notarget_f() */

void CC_Notarget_f(void)

{
  char cVar1;
  CBaseEntity *this;
  
  if (*(int *)(*(int *)(sv_cheats + 0x1c) + 0x30) == 0) {
    return;
  }
  this = (CBaseEntity *)UTIL_GetCommandClient();
  if (this != (CBaseEntity *)0x0) {
    cVar1 = (**(code **)(*(int *)this + 0x16c))(this);
    if ((cVar1 != '\0') && (*(char *)(gpGlobals + 0x4d) == '\0')) {
      CBaseEntity::ToggleFlag(this,0x8000);
      if (((byte)this[0x151] & 0x80) == 0) {
        ClientPrint((CBasePlayer *)this,2,"notarget OFF\n",(char *)0x0,(char *)0x0,(char *)0x0,
                    (char *)0x0);
      }
      else {
        ClientPrint((CBasePlayer *)this,2,"notarget ON\n",(char *)0x0,(char *)0x0,(char *)0x0,
                    (char *)0x0);
      }
    }
  }
  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)