L L4D2node

CC_GroundList_f

0x00641ea0 · 182 bytes · __cdecl

_Z15CC_GroundList_fRK8CCommand

Decompiled

undefined (1 param)

/* CC_GroundList_f(CCommand const&) */

void CC_GroundList_f(CCommand *param_1)

{
  byte *pbVar1;
  int *piVar2;
  char cVar3;
  uint uVar4;
  byte *pbVar5;
  CBaseEntity *pCVar6;
  
  cVar3 = UTIL_IsCommandIssuedByServerAdmin();
  if (cVar3 != '\0') {
    if (*(int *)param_1 == 2) {
      uVar4 = strtol(*(char **)(param_1 + 0x40c),(char **)0x0,10);
      if ((((uVar4 < 0x800) && (pbVar1 = *(byte **)(gpGlobals + 0x58), pbVar1 != (byte *)0x0)) &&
          ((pbVar5 = pbVar1 + uVar4 * 0x10, (pbVar1[uVar4 * 0x10] & 2) == 0 ||
           (pbVar5 = pbVar1, (*pbVar1 & 2) == 0)))) &&
         ((piVar2 = *(int **)(pbVar5 + 0xc), piVar2 != (int *)0x0 &&
          (pCVar6 = (CBaseEntity *)(**(code **)(*piVar2 + 0x18))(piVar2),
          pCVar6 != (CBaseEntity *)0x0)))) {
        DescribeGroundList(pCVar6);
        return;
      }
    }
    else {
      pCVar6 = (CBaseEntity *)0x0;
      while (pCVar6 = (CBaseEntity *)
                      CGlobalEntityList::NextEnt((CGlobalEntityList *)gEntList,pCVar6),
            pCVar6 != (CBaseEntity *)0x0) {
        DescribeGroundList(pCVar6);
      }
      Msg("--- %i links\n",groundlinksallocated);
    }
  }
  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)