L L4D2node

noclip

0x00644030 · 142 bytes · __cdecl

_ZL6noclipRK8CCommand

Decompiled

undefined (1 param)

/* noclip(CCommand const&) */

void noclip(CCommand *param_1)

{
  char cVar1;
  CBasePlayer *pCVar2;
  int iVar3;
  
  if (((*(int *)(*(int *)(sv_cheats + 0x1c) + 0x30) != 0) &&
      (pCVar2 = (CBasePlayer *)UTIL_GetCommandClient(), pCVar2 != (CBasePlayer *)0x0)) &&
     (cVar1 = (**(code **)(*(int *)pCVar2 + 0x16c))(pCVar2), cVar1 != '\0')) {
    if (*(int *)param_1 < 2) {
      if (pCVar2[0x186] != (CBasePlayer)0x8) {
LAB_006440ac:
        EnableNoClip(pCVar2);
        return;
      }
LAB_00644095:
      DisableNoClip(pCVar2);
      return;
    }
    iVar3 = V_atoi(*(char **)(param_1 + 0x40c));
    if (iVar3 == 0) {
      if (pCVar2[0x186] == (CBasePlayer)0x8) goto LAB_00644095;
    }
    else if (pCVar2[0x186] != (CBasePlayer)0x8) goto LAB_006440ac;
  }
  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)