L L4D2node

ClientKill

0x00642050 · 75 bytes · __cdecl

_Z10ClientKillP7edict_tRK6Vectorb

Decompiled

undefined (3 params)

/* ClientKill(edict_t*, Vector const&, bool) */

void ClientKill(edict_t *param_1,Vector *param_2,bool param_3)

{
  int *piVar1;
  int *piVar2;
  
  if (param_1 == (edict_t *)0x0) {
    piVar2 = (int *)0x0;
  }
  else {
    piVar1 = *(int **)(param_1 + 0xc);
    piVar2 = (int *)0x0;
    if (piVar1 != (int *)0x0) {
      piVar2 = (int *)(**(code **)(*piVar1 + 0x18))(piVar1);
    }
  }
  (**(code **)(*piVar2 + 0x774))(piVar2,param_2,param_3,0);
  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)