L L4D2node

nb_assault

0x007587f0 · 139 bytes · __cdecl

_ZL10nb_assaultRK8CCommand

Decompiled

undefined (1 param)

/* nb_assault(CCommand const&) */

void nb_assault(CCommand *param_1)

{
  int *piVar1;
  char cVar2;
  int iVar3;
  CBaseEntity *this;
  int iVar4;
  int *piVar5;
  uint uVar6;
  
  cVar2 = UTIL_IsCommandIssuedByServerAdmin();
  if (cVar2 != '\0') {
    iVar3 = TheNextBots();
    uVar6 = (uint)*(ushort *)(iVar3 + 0x10);
    if (uVar6 != 0xffff) {
      iVar4 = *(int *)(iVar3 + 4);
      do {
        piVar1 = *(int **)(iVar4 + uVar6 * 8);
        this = (CBaseEntity *)(**(code **)(*piVar1 + 0xb4))(piVar1);
        iVar4 = CBaseEntity::GetTeamNumber(this);
        if (iVar4 == 3) {
          piVar5 = (int *)(**(code **)(*piVar1 + 0xb4))(piVar1);
          cVar2 = (**(code **)(*piVar5 + 300))(piVar5);
          if (cVar2 != '\0') {
            (**(code **)(*piVar1 + 0x88))(piVar1);
          }
        }
        iVar4 = *(int *)(iVar3 + 4);
        uVar6 = (uint)*(ushort *)(iVar4 + 6 + uVar6 * 8);
      } while (uVar6 != 0xffff);
    }
  }
  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)