L L4D2node

CC_DisplayStuckDump

0x00757e90 · 75 bytes · __cdecl

_Z19CC_DisplayStuckDumpRK8CCommand

Decompiled

undefined (1 param)

/* CC_DisplayStuckDump(CCommand const&) */

void CC_DisplayStuckDump(CCommand *param_1)

{
  undefined1 *puVar1;
  
  if (*(int *)param_1 != 2) {
    if (*(int *)param_1 < 1) {
      puVar1 = &DAT_00d539c2;
    }
    else {
      puVar1 = *(undefined1 **)(param_1 + 0x408);
    }
    Msg("Usage: %s <stuck filename>\n",puVar1);
    return;
  }
  _V_strcpy(&s_stuckDumpFilename,*(char **)(param_1 + 0x40c));
  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)