L L4D2node

CC_Global_Set

0x006e7920 · 177 bytes · __cdecl

_Z13CC_Global_SetRK8CCommand

Decompiled

undefined (1 param)

/* CC_Global_Set(CCommand const&) */

void CC_Global_Set(CCommand *param_1)

{
  char *__nptr;
  long lVar1;
  int iVar2;
  undefined1 *puVar3;
  char *pcVar4;
  
  if (*(int *)param_1 < 2) {
    __nptr = "";
    pcVar4 = __nptr;
  }
  else {
    if (*(int *)param_1 == 2) {
      __nptr = "";
    }
    else {
      __nptr = *(char **)(param_1 + 0x410);
      if (__nptr == (char *)0x0) goto LAB_006e794b;
    }
    pcVar4 = *(char **)(param_1 + 0x40c);
    if (*(char **)(param_1 + 0x40c) == (char *)0x0) {
LAB_006e794b:
      Msg();
      return;
    }
  }
  lVar1 = strtol(__nptr,(char **)0x0,10);
  iVar2 = GlobalEntity_GetIndex(pcVar4);
  if (iVar2 < 0) {
    puVar3 = &DAT_00d539c2;
    if (*(undefined1 **)(gpGlobals + 0x3c) != (undefined1 *)0x0) {
      puVar3 = *(undefined1 **)(gpGlobals + 0x3c);
    }
    GlobalEntity_Add(pcVar4,puVar3,lVar1);
    return;
  }
  GlobalEntity_SetState(iVar2,lVar1);
  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)