L L4D2node

CGameEnd::Use

0x006f2170 · 65 bytes · __cdecl

_ZN8CGameEnd3UseEP11CBaseEntityS1_8USE_TYPEf

Decompiled

undefined (4 params)

/* CGameEnd::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) */

void CGameEnd::Use(int param_1,undefined4 param_2)

{
  char cVar1;
  
  if (*(int *)(param_1 + 0x440) != 0) {
    cVar1 = UTIL_IsMasterTriggered(*(undefined4 *)(param_1 + 0x440),param_2);
    if (cVar1 == '\0') {
      return;
    }
  }
                    /* WARNING: Could not recover jumptable at 0x006f21ad. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*g_pGameRules + 0x1d8))();
  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)