L L4D2node

ConsoleKillTarget

0x00642fd0 · 107 bytes · __cdecl

_Z17ConsoleKillTargetP11CBasePlayerPKc

Decompiled

undefined (2 params)

/* ConsoleKillTarget(CBasePlayer*, char const*) */

void ConsoleKillTarget(CBasePlayer *param_1,char *param_2)

{
  int iVar1;
  CBaseEntity *this;
  
  if (param_2 != "") {
    iVar1 = _V_stricmp(param_2,"");
    if (iVar1 != 0) goto LAB_00643030;
  }
  this = (CBaseEntity *)FindPickerEntity(param_1);
  if (this != (CBaseEntity *)0x0) {
    UTIL_Remove(this);
    CBaseEntity::GetDebugName(this);
    Msg();
    return;
  }
LAB_00643030:
  KillTargets(param_2);
  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)