L L4D2node

CC_AirDensity

0x00779560 · 125 bytes · __cdecl

_Z13CC_AirDensityRK8CCommand

Decompiled

undefined (1 param)

/* CC_AirDensity(CCommand const&) */

void CC_AirDensity(CCommand *param_1)

{
  longdouble lVar1;
  double dVar2;
  
  if (physenv != (int *)0x0) {
    if (*(int *)param_1 < 2) {
      lVar1 = (longdouble)(**(code **)(*physenv + 0x1c))(physenv);
      Msg("air_density <value>\nCurrent air density is %.2f\n",(double)(float)lVar1);
      return;
    }
    dVar2 = strtod(*(char **)(param_1 + 0x40c),(char **)0x0);
    (**(code **)(*physenv + 0x18))(physenv,(float)dVar2);
  }
  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)