L L4D2node

cs_make_vip

0x0065b9a0 · 105 bytes · __cdecl

_ZL11cs_make_vipRK8CCommand

Decompiled

undefined (1 param)

/* cs_make_vip(CCommand const&) */

void cs_make_vip(CCommand *param_1)

{
  char cVar1;
  long lVar2;
  int iVar3;
  NotVIP local_d [5];
  
  cVar1 = UTIL_IsCommandIssuedByServerAdmin();
  if ((cVar1 != '\0') && (*(int *)param_1 == 2)) {
    lVar2 = strtol(*(char **)(param_1 + 0x40c),(char **)0x0,10);
    iVar3 = UTIL_PlayerByIndex(lVar2);
    if (iVar3 != 0) {
      ForEachPlayer<NotVIP>(local_d);
      *(undefined1 *)(iVar3 + 0x2a10) = 1;
      return;
    }
    ForEachPlayer<NotVIP>(local_d);
  }
  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)