L L4D2node

sv_showhitboxes_cursor

0x006c4ac0 · 81 bytes · __cdecl

_ZL22sv_showhitboxes_cursorRK8CCommand

Decompiled

undefined (1 param)

/* sv_showhitboxes_cursor(CCommand const&) */

void sv_showhitboxes_cursor(CCommand *param_1)

{
  CBasePlayer *pCVar1;
  int iVar2;
  
  pCVar1 = (CBasePlayer *)0x0;
  if (0 < g_nCommandClientIndex + 1) {
    pCVar1 = (CBasePlayer *)UTIL_PlayerByIndex(g_nCommandClientIndex + 1);
  }
  iVar2 = FindPickerEntity(pCVar1);
  if (iVar2 != 0) {
    ConVar::SetValue(0xfe3380);
  }
  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)