L L4D2node

CC_Test_Outtro_PZEndGame

0x00686610 · 155 bytes · __cdecl

_Z24CC_Test_Outtro_PZEndGameRK8CCommand

Decompiled

undefined (1 param)

/* CC_Test_Outtro_PZEndGame(CCommand const&) */

void CC_Test_Outtro_PZEndGame(CCommand *param_1)

{
  int *piVar1;
  undefined4 local_20 [3];
  undefined4 local_14;
  undefined4 local_10;
  
  piVar1 = (int *)CGlobalEntityList::FindEntityByClassname
                            ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,"env_outtro_stats");
  if (piVar1 == (int *)0x0) {
    piVar1 = (int *)CBaseEntity::Create("env_outtro_stats",(Vector *)&vec3_origin,
                                        (QAngle *)&vec3_angle,(CBaseEntity *)0x0);
    if (piVar1 == (int *)0x0) {
      return;
    }
  }
  local_20[0] = 0;
  local_14 = 0xffffffff;
  local_10 = 0;
  (**(code **)(*piVar1 + 0xb4))(piVar1,"PZEndGame",0,0,local_20,0);
  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)